ApplyGESkinning computes skinned positions and normals the way the GE
does and overwrites what the decoder skinned in float, so that was
wasted, 4% of the emulation thread in God of War. A new decoder option,
callerSkins, leaves out the weights, position and normal steps for
weighted vertices outside through mode and only reserves the float
position and normal. The software renderer's transform unit gets its
own decoders with it; bounding boxes, splines and the debugger still
use the ones that skin. Checked to give the same output with the vertex
decoder JIT as without the option.
God of War takes 4.0 s for five emulated seconds (from 4.1 s).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>