1. A computer-implemented method for processing graphics primitives in a tile-based architecture, the method comprising: storing, in a buffer, a first plurality of graphics primitives; determining, based on a first condition that indicates a transition between an early z-test mode and a late z-test mode, that the first plurality of graphics primitives should be replayed from the buffer; and in response, replaying the first plurality of graphics primitives against a first tile included in a first plurality of tiles by: comparing each graphics primitive included in the first plurality of graphics primitives against the first tile to determine whether the graphics primitive intersects the first tile; determining that one or more graphics primitives included in the first plurality of graphics primitives intersects the first tile; and transmitting the one or more graphics primitives for processing.