Split picture layer quads to allow removing more occluded area.
With GPU rasterization tiles are much larger, so occlusion culling is
not nearly as effective because it's easy for occluding content to cover
only a portion of a tile. If we break up tiles into multiple quads then
much larger regions can be omitted.
BUG=
526322,
276069
CQ_INCLUDE_TRYBOTS=master.tryserver.blink:linux_trusty_blink_rel