Fixes sync point processing for overlays
When I tried to use overlays, I found:
1. DirectRenderer::DrawFrame calls ProcessForOverlays, removing my video quad from the quad_list of its render pass
2. GLRenderer::BeginDrawingFrame calls WaitSyncPointIfNeeded for quads in the render passes, so it omits the video quad.
3. GLRenderer::FinishDrawingFrame calls ScheduleOverlays, which creates a ScopedReadLockGL on the overlay resource, which asserts in ResourceProvider::LockForRead that the sync point has not been processed.
BUG=
Review URL: https://codereview.chromium.org/
1066483004
Cr-Commit-Position: refs/heads/master@{#328586}