When validating IR, verify that all `Binding`s for vertex shader outputs and
fragment shader inputs, whether directly in the argument or result, or applied
to a struct member, has specified an interpolation and sampling, not `None`.
This ensures that front ends explicitly state their policies, rather than
coasting through on back ends' default behavior.
In practice, all our front ends have very similar defaults, so provide a utility
function on `Module` to apply these rules. Use this utility function in the
SPIR-V and WGSL front ends; GLSL seems to already fill in interpolation as
required.
* Add struct instantiation support to wgsl-in
* Readd type matching and move struct test
* rebase onto master and update tests
* Update tests to upstream
* Fix merge errors
* Rebase onto master
* [wgsl-in] delay composite type creation
* Use the new WGSL construction syntax in the tests
Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>