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PS4 color and depth targets, PS4 graphics EOP events, and the PS4 tile modes (1D/2D thin and display, depth with tile split, PRT, linear general) on the AGC executor, with a GPU detiler for every mode. Textures sampled over the padded corner of a render target are GPU block copies, and the PS4 SDK pattern-fill compute kernel runs as a GPU fill when it repeats one dword, so render targets and HTILE are cleared without a CPU drain. Two-dword patterns keep running the kernel: as fills, Limbo's clears of its 64-bit target made its gameplay advance about half as far per frame. Tests cover the tiling equations against addrlib formulas, the GPU detiler for every mode and element size, and the fill ranges.