freedreno: Improve the pi approximations in trig lowering.
When comparing our sin/cos behavior to the closed source driver, I noticed that we were off by a bit (or, in the case of 1/2pi, 3 bits).
Fixes: dEQP-GLES3.functional.shaders.random.trigonometric.vertex.52 dEQP-GLES3.functional.shaders.random.all_features.vertex.0