cornerstone3D: WebAssembly.Memory(): could not allocate memory

I have two graphic cards on my workstation, the one plugged with the monitor is Intel HD 530. While trying the examples Chrome crashes and FF is really slow and complains that page is slowing the browser.

Chrome version: 100.0.4896.60

CornerstoneRender: Using detect-gpu to get the GPU benchmark: {device: undefined, fps: 55, gpu: 'intel mesa intel hd graphics 530', isMobile: false, tier: 2, …}
device: undefined
fps: 55
gpu: "intel mesa intel hd graphics 530"
isMobile: false
tier: 2
type: "BENCHMARK"
[[Prototype]]: Object
12:52:54.544 init.ts:55 CornerstoneRender: using GPU rendering
12:52:54.545 dicomweb-client.es.js:1086 retrieve metadata of series 1.3.6.1.4.1.14519.5.2.1.7009.2403.226151125820845824875394858561
12:52:54.823 dicomweb-client.es.js:1086 retrieve metadata of series 1.3.6.1.4.1.14519.5.2.1.7009.2403.879445243400782656317561081015
12:52:57.905 RenderingEngine.ts:103 [Violation] 'requestAnimationFrame' handler took 1818ms
12:52:59.093 index.worker.min.worker.js:1 Uncaught RangeError: WebAssembly.Memory(): could not allocate memory
    at o (index.worker.min.worker.js:1:81364)
    at I (index.worker.min.worker.js:1:154829)
    at ke (index.worker.min.worker.js:1:168400)
    at Object.initialize (index.worker.min.worker.js:1:169326)
    at index.worker.min.worker.js:1:153529
    at Array.forEach (<anonymous>)
    at index.worker.min.worker.js:1:153503
    at self.onmessage (index.worker.min.worker.js:1:153665)

is it supposed to fallback to CPU?

image

About this issue

  • Original URL
  • State: closed
  • Created 2 years ago
  • Comments: 18 (12 by maintainers)

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I have the same issue. I have 16 core and all example attempt to load 7 workers, each consuming 2 GB of RAM presumably for wasm heap. Even the trivial one image sample[1] crashed about 50% of the time.

[1] https://www.cornerstonejs.org/live-examples/stackbasic

The other part of the issue is here: https://github.com/cornerstonejs/cornerstone3D-beta/blob/a0eefdc34e171ac35375fe58c5da75575ed6d46e/utils/demo/helpers/initCornerstoneWADOImageLoader.js#L18

You allow up to 7 workers (if number of cores allows) and each take 2GB of memory (OpegJpeg + another codec?). On the other hand, chrome 100 on windows allows only for ~14GB or memory to be used in typed array (used to be 8GB in chrome 99-). So it crashed very often.

It is working with a more reasonable 350MB or memory usage across the renderer and workers.

Hi,

We have same issue on Samsung Galaxy Tab A SM-T515 Android (11) Chrome (105.0.5195.136):

Uncaught RangeError: WebAssembly.Memory(): could not allocate memory
    at B (1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:4505:52)
    at H (1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:9397:24)
    at LA (1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:10136:56)
    at Object.initialize (1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:10163:17)
    at 1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:9293:38
    at Array.forEach (<anonymous>)
    at 1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:9292:36
    at self.onmessage (1fee6cb6-8d13-4e2d-9908-ca27015f5a78:formatted:9304:22)

is there any workarounds for mobile devices?

Can you try this link?

https://6246f5ad453f451f7bc3aa19--cs3d-docs.netlify.app/live-examples/petct

It disables the codec initialization on startup for now.

We had tested on windows before and never had these issues. I wonder if the OpenJPEG codec initialization’s high memory usage is related to this commit: https://github.com/cornerstonejs/codecs/commit/c71c3584273497e859737c5db9f008490d77c845

@jpambrun windows?