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vkd3d-shader/spirv: Retrieve input sysvals from the signature for geometry shaders as well.

This only affects clip and cull distances. The HLSL compiler emits these using dcl_input, but the previous shader (vertex or TES) will write them as a SPIRV builtin, and hence we want to read this as a SPIRV builtin as well.

This fixes validation errors in Wine's test_clip_distance().

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