From 1b855efd5eb21ef802d15f6a531878754904ad4d Mon Sep 17 00:00:00 2001
From: Lioncash <mathew1800@gmail.com>
Date: Tue, 26 Feb 2019 22:38:34 -0500
Subject: [PATCH] common/vector_math: Move Vec[x] types into the Common
 namespace

These types are within the common library, so they should be using the
Common namespace.
---
 src/common/color.h                            | 40 +++++++++----------
 src/common/quaternion.h                       |  6 +--
 src/common/vector_math.h                      |  4 +-
 src/core/frontend/input.h                     |  2 +-
 src/input_common/motion_emu.cpp               | 22 +++++-----
 .../debugger/graphics/graphics_surface.cpp    |  2 +-
 6 files changed, 38 insertions(+), 38 deletions(-)

diff --git a/src/common/color.h b/src/common/color.h
index 0379040be..3a2222077 100644
--- a/src/common/color.h
+++ b/src/common/color.h
@@ -55,36 +55,36 @@ constexpr u8 Convert8To6(u8 value) {
 /**
  * Decode a color stored in RGBA8 format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRGBA8(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRGBA8(const u8* bytes) {
     return {bytes[3], bytes[2], bytes[1], bytes[0]};
 }
 
 /**
  * Decode a color stored in RGB8 format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRGB8(const u8* bytes) {
     return {bytes[2], bytes[1], bytes[0], 255};
 }
 
 /**
  * Decode a color stored in RG8 (aka HILO8) format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRG8(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRG8(const u8* bytes) {
     return {bytes[1], bytes[0], 0, 255};
 }
 
 /**
  * Decode a color stored in RGB565 format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRGB565(const u8* bytes) {
     u16_le pixel;
     std::memcpy(&pixel, bytes, sizeof(pixel));
     return {Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
@@ -94,9 +94,9 @@ inline Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
 /**
  * Decode a color stored in RGB5A1 format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
     u16_le pixel;
     std::memcpy(&pixel, bytes, sizeof(pixel));
     return {Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
@@ -106,9 +106,9 @@ inline Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
 /**
  * Decode a color stored in RGBA4 format
  * @param bytes Pointer to encoded source color
- * @return Result color decoded as Math::Vec4<u8>
+ * @return Result color decoded as Common::Vec4<u8>
  */
-inline Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
+inline Common::Vec4<u8> DecodeRGBA4(const u8* bytes) {
     u16_le pixel;
     std::memcpy(&pixel, bytes, sizeof(pixel));
     return {Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
@@ -138,9 +138,9 @@ inline u32 DecodeD24(const u8* bytes) {
 /**
  * Decode a depth value and a stencil value stored in D24S8 format
  * @param bytes Pointer to encoded source values
- * @return Resulting values stored as a Math::Vec2
+ * @return Resulting values stored as a Common::Vec2
  */
-inline Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
+inline Common::Vec2<u32> DecodeD24S8(const u8* bytes) {
     return {static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3]};
 }
 
@@ -149,7 +149,7 @@ inline Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRGBA8(const Common::Vec4<u8>& color, u8* bytes) {
     bytes[3] = color.r();
     bytes[2] = color.g();
     bytes[1] = color.b();
@@ -161,7 +161,7 @@ inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRGB8(const Common::Vec4<u8>& color, u8* bytes) {
     bytes[2] = color.r();
     bytes[1] = color.g();
     bytes[0] = color.b();
@@ -172,7 +172,7 @@ inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRG8(const Common::Vec4<u8>& color, u8* bytes) {
     bytes[1] = color.r();
     bytes[0] = color.g();
 }
@@ -181,7 +181,7 @@ inline void EncodeRG8(const Math::Vec4<u8>& color, u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRGB565(const Common::Vec4<u8>& color, u8* bytes) {
     const u16_le data =
         (Convert8To5(color.r()) << 11) | (Convert8To6(color.g()) << 5) | Convert8To5(color.b());
 
@@ -193,7 +193,7 @@ inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRGB5A1(const Common::Vec4<u8>& color, u8* bytes) {
     const u16_le data = (Convert8To5(color.r()) << 11) | (Convert8To5(color.g()) << 6) |
                         (Convert8To5(color.b()) << 1) | Convert8To1(color.a());
 
@@ -205,7 +205,7 @@ inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
  * @param color Source color to encode
  * @param bytes Destination pointer to store encoded color
  */
-inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
+inline void EncodeRGBA4(const Common::Vec4<u8>& color, u8* bytes) {
     const u16 data = (Convert8To4(color.r()) << 12) | (Convert8To4(color.g()) << 8) |
                      (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
 
diff --git a/src/common/quaternion.h b/src/common/quaternion.h
index 1c304b048..370198ae0 100644
--- a/src/common/quaternion.h
+++ b/src/common/quaternion.h
@@ -11,7 +11,7 @@ namespace Common {
 template <typename T>
 class Quaternion {
 public:
-    Math::Vec3<T> xyz;
+    Vec3<T> xyz;
     T w{};
 
     Quaternion<decltype(-T{})> Inverse() const {
@@ -38,11 +38,11 @@ public:
 };
 
 template <typename T>
-auto QuaternionRotate(const Quaternion<T>& q, const Math::Vec3<T>& v) {
+auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
     return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
 }
 
-inline Quaternion<float> MakeQuaternion(const Math::Vec3<float>& axis, float angle) {
+inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
     return {axis * std::sin(angle / 2), std::cos(angle / 2)};
 }
 
diff --git a/src/common/vector_math.h b/src/common/vector_math.h
index 8feb49941..429485329 100644
--- a/src/common/vector_math.h
+++ b/src/common/vector_math.h
@@ -33,7 +33,7 @@
 #include <cmath>
 #include <type_traits>
 
-namespace Math {
+namespace Common {
 
 template <typename T>
 class Vec2;
@@ -690,4 +690,4 @@ constexpr Vec4<T> MakeVec(const T& x, const Vec3<T>& yzw) {
     return MakeVec(x, yzw[0], yzw[1], yzw[2]);
 }
 
-} // namespace Math
+} // namespace Common
diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h
index 16fdcd376..7c11d7546 100644
--- a/src/core/frontend/input.h
+++ b/src/core/frontend/input.h
@@ -124,7 +124,7 @@ using AnalogDevice = InputDevice<std::tuple<float, float>>;
  *   Orientation is determined by right-hand rule.
  *   Units: deg/sec
  */
-using MotionDevice = InputDevice<std::tuple<Math::Vec3<float>, Math::Vec3<float>>>;
+using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>>>;
 
 /**
  * A touch device is an input device that returns a tuple of two floats and a bool. The floats are
diff --git a/src/input_common/motion_emu.cpp b/src/input_common/motion_emu.cpp
index defb1a567..d5af05ee3 100644
--- a/src/input_common/motion_emu.cpp
+++ b/src/input_common/motion_emu.cpp
@@ -32,12 +32,12 @@ public:
     }
 
     void BeginTilt(int x, int y) {
-        mouse_origin = Math::MakeVec(x, y);
+        mouse_origin = Common::MakeVec(x, y);
         is_tilting = true;
     }
 
     void Tilt(int x, int y) {
-        auto mouse_move = Math::MakeVec(x, y) - mouse_origin;
+        auto mouse_move = Common::MakeVec(x, y) - mouse_origin;
         if (is_tilting) {
             std::lock_guard<std::mutex> guard(tilt_mutex);
             if (mouse_move.x == 0 && mouse_move.y == 0) {
@@ -56,7 +56,7 @@ public:
         is_tilting = false;
     }
 
-    std::tuple<Math::Vec3<float>, Math::Vec3<float>> GetStatus() {
+    std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
         std::lock_guard<std::mutex> guard(status_mutex);
         return status;
     }
@@ -66,17 +66,17 @@ private:
     const std::chrono::steady_clock::duration update_duration;
     const float sensitivity;
 
-    Math::Vec2<int> mouse_origin;
+    Common::Vec2<int> mouse_origin;
 
     std::mutex tilt_mutex;
-    Math::Vec2<float> tilt_direction;
+    Common::Vec2<float> tilt_direction;
     float tilt_angle = 0;
 
     bool is_tilting = false;
 
     Common::Event shutdown_event;
 
-    std::tuple<Math::Vec3<float>, Math::Vec3<float>> status;
+    std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
     std::mutex status_mutex;
 
     // Note: always keep the thread declaration at the end so that other objects are initialized
@@ -85,7 +85,7 @@ private:
 
     void MotionEmuThread() {
         auto update_time = std::chrono::steady_clock::now();
-        Common::Quaternion<float> q = Common::MakeQuaternion(Math::Vec3<float>(), 0);
+        Common::Quaternion<float> q = Common::MakeQuaternion(Common::Vec3<float>(), 0);
         Common::Quaternion<float> old_q;
 
         while (!shutdown_event.WaitUntil(update_time)) {
@@ -96,14 +96,14 @@ private:
                 std::lock_guard<std::mutex> guard(tilt_mutex);
 
                 // Find the quaternion describing current 3DS tilting
-                q = Common::MakeQuaternion(Math::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x),
-                                           tilt_angle);
+                q = Common::MakeQuaternion(
+                    Common::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x), tilt_angle);
             }
 
             auto inv_q = q.Inverse();
 
             // Set the gravity vector in world space
-            auto gravity = Math::MakeVec(0.0f, -1.0f, 0.0f);
+            auto gravity = Common::MakeVec(0.0f, -1.0f, 0.0f);
 
             // Find the angular rate vector in world space
             auto angular_rate = ((q - old_q) * inv_q).xyz * 2;
@@ -131,7 +131,7 @@ public:
         device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
     }
 
-    std::tuple<Math::Vec3<float>, Math::Vec3<float>> GetStatus() const override {
+    std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
         return device->GetStatus();
     }
 
diff --git a/src/yuzu/debugger/graphics/graphics_surface.cpp b/src/yuzu/debugger/graphics/graphics_surface.cpp
index 209798521..71683da8e 100644
--- a/src/yuzu/debugger/graphics/graphics_surface.cpp
+++ b/src/yuzu/debugger/graphics/graphics_surface.cpp
@@ -398,7 +398,7 @@ void GraphicsSurfaceWidget::OnUpdate() {
 
     for (unsigned int y = 0; y < surface_height; ++y) {
         for (unsigned int x = 0; x < surface_width; ++x) {
-            Math::Vec4<u8> color;
+            Common::Vec4<u8> color;
             color[0] = texture_data[x + y * surface_width + 0];
             color[1] = texture_data[x + y * surface_width + 1];
             color[2] = texture_data[x + y * surface_width + 2];