radv: remove dead variables after splitting per member structs

Otherwise, nir_lower_clip_cull_distance_arrays might report
wrong number of output clips/culls because it relies on
shader output variables and some of them might be dead.

This fixes a rendering issue with Dolphin and Super Mario
Sunshine.

Fixes: b0c643d8f5 ("spirv: Use NIR per-member splitting")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107610
CC: 18.2 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 7d4265c..207e5b0 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -259,9 +259,6 @@
 		 */
 		NIR_PASS_V(nir, nir_lower_constant_initializers, nir_var_shader_out);
 
-		NIR_PASS_V(nir, nir_remove_dead_variables,
-		           nir_var_shader_in | nir_var_shader_out | nir_var_system_value);
-
 		/* Now that we've deleted all but the main function, we can go ahead and
 		 * lower the rest of the constant initializers.
 		 */
@@ -273,6 +270,9 @@
 		NIR_PASS_V(nir, nir_split_var_copies);
 		NIR_PASS_V(nir, nir_split_per_member_structs);
 
+		NIR_PASS_V(nir, nir_remove_dead_variables,
+		           nir_var_shader_in | nir_var_shader_out | nir_var_system_value);
+
 		NIR_PASS_V(nir, nir_lower_system_values);
 		NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
 	}