could be synthesised, and they are typically the base trigonometrics
provided by GPUs for 3D, warranting their own subset.
+(programmerjake: actually, all other GPU ISAs mentioned in this document have sinpi/cospi or equivalent, and often not sin/cos, because sinpi/cospi are actually *waay* easier to implement because range reduction is simply a bitwise mask, whereas for sin/cos range reduction is a full division by pi)
+
In the case of the Ztrigpi subset, these are commonly used in for loops
with a power of two number of subdivisions, and the cost of multiplying
by PI inside each loop (or cumulative addition, resulting in cumulative