User can get the required buffer size by using buffer pool config.
Since d3d11 implementation is a candidate for public library in the future,
we need to hide everything from header as much as possible.
Note that the total size of allocated d3d11 texture memory by GPU is not
controllable factor. It depends on hardware specific alignment/padding
requirement. So, GstD3D11 implementation updates actual buffer size
by allocating D3D11 texture, since there's no way to get CPU accessible
memory size without allocating real D3D11 texture.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2482>