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Every GEAdd4 and GEMulFloat24x4 checked its lanes for the cases it can't do and branched to a fallback, a vector-to-scalar move and a branch per operation, about 14% of skinning. The unchecked variants only collect those lanes; a vertex where any appears is skinned again with the checked ones. The products use GEMulFloat24x4 (the same as a one-term GERowSum4 here), and the position's and normal's add chains are interleaved. Skinning is about 20% faster. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.