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The thumbnail generator drew without GraphicsDevice.Begin()/End(). On Direct3D12 and Vulkan, End() advances the frame fence and releases the deferred resources of the frame (discarded dynamic buffers, upload buffers), so every thumbnail leaked them until the device was disposed. With WARP on a CI runner, one project load was enough to run out of memory and lose the device. The status overlay helper had the same pattern, and created a GraphicsContext (with its command list) per use without disposing it.