1. A method comprising: performing, with one or more processors, tile-based rendering for one or more graphics primitives, wherein the tile based rendering comprises: determining a bounding region that encompasses the one or more graphics primitives, including generating a rasterized version of the bounding region; generating binning data for a plurality of sub-regions that are each separate from the rasterized version of the bounding region, the binning data being based on the rasterized version of the bounding region and based on data that is generated by at least one tessellation processing stage of an on-chip, tessellation-enabled, graphics rendering pipeline that is implemented by a graphics processing unit (GPU), the binning data not being based on the one or more graphics primitives, the binning data indicating to which of the plurality of sub-regions of a render target the rasterized version of the bounding region contributes pixel data; and performing a plurality of rendering passes based on the binning data, each of the rendering passes being performed for a respective one of the sub-regions of the render target.