That's cool! Although I'll take linear code with bunch of matrix-vector products over bunch of branches any day :-)
As you may know, where this algorithm of 2D homogeneous rasterization really shines is in how it simplifies the triangle setup by deferring the perspective-divide until later rasterizer stagee. It's tricky for cases where (w <= 0.0f) so explicit clipping/generating new vertices and handling all the additional vertex attributes is not needed. In reality, there is no mat3::inverse() or even per-vertex attribute bary calculation so it fits rather easily and elegantly to the rest of tri. setup. The original paper I link there explains greatly how for HW the gains can be even bigger.