d3d11videosink: Avoid switching conversion tool during playback
Decoder might be able to copy decoded texture to the other buffer pool during playback depending on context. In that case, copied one has no D3D11_BIND_DECODER bind flag.
If we used ID3D11VideoProcessor previously for decoder texture, and incoming texture supports ID3D11VideoProcessor as well even if it has no D3D11_BIND_DECODER flag (having D3D11_BIND_RENDER_TARGET for example), allow zero-copying instead of using our fallback texture.
Frequent conversion tool change (between ID3D11VideoProcessor and generic shader) might result in inconsistent image quality.