Make SkShader store localM directly rather than as a separate alloc.

May cause very slight GM changes in gpu two pt radial/conical radients.
Review URL: https://codereview.appspot.com/6821056

git-svn-id: http://skia.googlecode.com/svn/trunk@6221 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/device/xps/SkXPSDevice.cpp b/src/device/xps/SkXPSDevice.cpp
index 8e62d49..e1d5eed 100644
--- a/src/device/xps/SkXPSDevice.cpp
+++ b/src/device/xps/SkXPSDevice.cpp
@@ -975,8 +975,7 @@
             return S_OK;
         }
 
-        SkMatrix localMatrix;
-        shader->getLocalMatrix(&localMatrix);
+        SkMatrix localMatrix = shader->getLocalMatrix();
         if (NULL != parentTransform) {
             localMatrix.preConcat(*parentTransform);
         }
@@ -1022,8 +1021,7 @@
             break;
         case SkShader::kDefault_BitmapType: {
             //TODO: outMatrix??
-            SkMatrix localMatrix;
-            shader->getLocalMatrix(&localMatrix);
+            SkMatrix localMatrix = shader->getLocalMatrix();
             if (NULL != parentTransform) {
                 localMatrix.preConcat(*parentTransform);
             }