### Godot version

4.2.dev 80de898d721f952dac0b102d48bb73d6b02ee1e8

### System information

OpenXR

### Issue description

The Godot 3 OpenXR plugin supported obtaining boundary/guardian information in order to obtain play space logic. While we do have a function in the `XRInterface` in Godot 4 that is supposed to retrieve this information (`get_play_area`) it is not implemented on the Godot 4 `OpenXRInterface`.

This logic needs to be ported.

### Steps to reproduce

Call `get_play_area`, be amazed by it not returning data :P

### Minimal reproduction project

Any XR project.
ERR_FAIL_NULL_V(supported_swapchain_formats, false);
	for (uint32_t i = 0; i < num_swapchain_formats; i++) {
		if (supported_swapchain_formats[i] == p_swapchain_format) {
			return true;
		}
	}
	return false;
}
bool OpenXRAPI::create_swapchains() {
	ERR_FAIL_NULL_V(graphics_extension, false);
	ERR_FAIL_COND_V(session == XR_NULL_HANDLE, false);
	/*
		TODO: We need to improve on this, for now we're taking our old approach of creating our main swapchains and substituting
		those for the ones Godot normally creates.
		This however means we can only use swapchains for our main XR view.
		It would have been nicer if we could override the swapchain creation in Godot with ours but we have a timing issue here.
		We can't create XR swapchains until after our XR session is fully instantiated, yet Godot creates its swapchain much earlier.
		Also Godot only creates a swapchain for the main output.
		OpenXR will require us to create swapchains as the render target for additional viewports if we want to use the layer system
		to optimize text rendering and background rendering as OpenXR may choose to reuse the results for reprojection while we're
		already rendering the next frame.
		Finally an area we need to expand upon is that Foveated rendering is only enabled for the swap chain we create,
		as we render 3D content into internal buffers that are copied into the swapchain, we do now have (basic) VRS support
	*/