Materialise a product's geometry tile and return its resident cost in bytes (GPU/scene + any retained wasm working set the budget should count). Called at most once per product between evictions.
The product's local ID.
The tile's resident byte cost (≥ 0).
Release a product's materialised tile, freeing its resident bytes — the scene mesh and, crucially, the product's native (wasm) geometry. This is the per-product reclaim the production conway-geom surface must provide.
The product's local ID.
The per-product geometry work behind the queue. Implementations do the expensive materialisation; the queue owns only ordering and the budget.