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Description
Description
In trying to debug WebGPU I found a few places that better/more labels would have been super helpful.
Solution
Label more things where possible.
Examples:
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Label Textures: It would be super helpful if they were labeled "shadowDepthMap" and "offscreenColorTexture", "offscreenDepthTexture". For loaded image, the filename would good, so "https://example.com/path/bricks.jpg" the label "bricks.jpg"
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Label Buffers: 'cubePositions', 'sphereNormals', 'suzanne.glft/normals', 'sharedProjectionUniforms', 'materialUniforms(nameOfMaterial)'
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Label render/compute passes: 'shadowMapPass', 'opaquePass'
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Label encoders: There are labeled currently but the label is generic "renderContext". If there is a more descriptive name
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Label textureViews:" (this is less important because we can hack labels onto texture views if the texture itself has a label)
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Label bindGroups: (this is probably difficult to decide on a name but might be helpful)
Alternatives
leave this to be hand labeled after capture while debugging?
Additional context
Tools like the webgpu_inspector and webgpu_recorder use/display labels. It makes it helpful to look at the capture to see 'depthMapTexture' instead of 'texture37'