[3.0] direct3d11: fix leak when using NVIDIA Super Resolution V2
Rather than forcing the filling of a whole texture and then place it, as in !3664 (closed), we convert to RGBA when doing the upscaling. This also avoids the leak and it keeps the SPU positioning/stretching correct.
There's also an extra fix for sources with a non 1:1 SAR (as some DVDs).