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ohgodwhat() created a full screen D3D11_USAGE_STAGING texture for every captured frame and pinned it with SetEvictionPriority(MAXIMUM), while nothing in scrap ever calls Flush(), so the graphics kernel was left holding one paged pool allocation per frame. Keep a single staging texture and rebuild it only when the desktop image changes shape. Reported in #15945. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018vpiLqteCBiTiuNYMka9LU