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	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.
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					 40 changed files with 309 additions and 301 deletions
				
			
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			@ -224,11 +224,11 @@ void RasterizerOpenGL::SyncEntireState() {
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 * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
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 * these issues, making this basic implementation actually more accurate to the hardware.
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 */
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static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
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    Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
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    Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
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static bool AreQuaternionsOpposite(Common::Vec4<Pica::float24> qa, Common::Vec4<Pica::float24> qb) {
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    Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
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    Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
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    return (Math::Dot(a, b) < 0.f);
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    return (Common::Dot(a, b) < 0.f);
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}
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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			@ -431,7 +431,7 @@ static bool FillSurface(const Surface& surface, const u8* fill_data,
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        Pica::Texture::TextureInfo tex_info{};
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        tex_info.format = static_cast<Pica::TexturingRegs::TextureFormat>(surface->pixel_format);
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        Math::Vec4<u8> color = Pica::Texture::LookupTexture(fill_data, 0, 0, tex_info);
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        Common::Vec4<u8> color = Pica::Texture::LookupTexture(fill_data, 0, 0, tex_info);
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        std::array<GLfloat, 4> color_values = {color.x / 255.f, color.y / 255.f, color.z / 255.f,
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                                               color.w / 255.f};
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