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 received from a world-space pipeline and a first plurality of state bundles associated with the first plurality of graphics primitives and received from the world-space pipeline; determining, based on a first condition, 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 and one or more state bundles associated with the one or more graphics primitives and included in the first plurality of state bundles to a screen-space pipeline for processing.