Move GpuMemoryBufferManager and SharedBitmapManager to CompositorFrameSink

They're only used by the ResourceProvider, so there's no fundamental reason for
them to take a separate path through the compositor. Besides, it is natural that
the CompositorFrameSink contains all the objects needed to create resources, all
at the same place. Finally, it's less code overall.

BUG=None
CQ_INCLUDE_TRYBOTS=master.tryserver.blink:linux_precise_blink_rel

Review-Url: https://codereview.chromium.org/2452483002
Cr-Commit-Position: refs/heads/master@{#428551}
diff --git a/content/renderer/render_thread_impl.h b/content/renderer/render_thread_impl.h
index 7ee58e5..6292b91 100644
--- a/content/renderer/render_thread_impl.h
+++ b/content/renderer/render_thread_impl.h
@@ -233,7 +233,6 @@
   GetCompositorMainThreadTaskRunner() override;
   scoped_refptr<base::SingleThreadTaskRunner>
   GetCompositorImplThreadTaskRunner() override;
-  gpu::GpuMemoryBufferManager* GetGpuMemoryBufferManager() override;
   blink::scheduler::RendererScheduler* GetRendererScheduler() override;
   cc::ImageSerializationProcessor* GetImageSerializationProcessor() override;
   cc::TaskGraphRunner* GetTaskGraphRunner() override;
@@ -249,6 +248,8 @@
   // time this routine returns.
   scoped_refptr<gpu::GpuChannelHost> EstablishGpuChannelSync();
 
+  gpu::GpuMemoryBufferManager* GetGpuMemoryBufferManager();
+
   std::unique_ptr<cc::CompositorFrameSink> CreateCompositorFrameSink(
       bool use_software,
       int routing_id,