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While not a leak in the traditional sense, we were causing pool allocations to never become free until the thread was closed. This meant in the case of a game running with >200 threads or so, these would add up very quickly. So some minor reworking so the IREmitter doesn't allocate a buffer until first JIT, and making sure to actually disown the buffer on dispatch error resolved the problems. Fixes an edge case where Ender Lilies was consuming 409MB with THP enabled on my desktop, and now it is something like 6MB once idling for a bit to have the pool allocations do its magic.