Simplify flattening to just write enough to call the factory/public-constructor for the class. We want to *not* rely on private constructors, and not rely on calling through the inheritance hierarchy for either flattening or unflattening(CreateProc).

Refactoring pattern:

1. guard the existing constructor(readbuffer) with the legacy build-flag
2. If you are a instancable subclass, implement CreateProc(readbuffer) to create a new instances from the buffer params (or return NULL).

If you're a shader subclass
1. You must read/write the local matrix if your class accepts that in its factory/constructor, else ignore it.

R=robertphillips@google.com, mtklein@google.com, senorblanco@google.com, senorblanco@chromium.org, sugoi@chromium.org

Author: reed@google.com

Review URL: https://codereview.chromium.org/395603002
diff --git a/src/core/SkPictureShader.cpp b/src/core/SkPictureShader.cpp
index 65a2cd3..3e0eb65 100644
--- a/src/core/SkPictureShader.cpp
+++ b/src/core/SkPictureShader.cpp
@@ -28,13 +28,14 @@
                                           SkIntToScalar(picture->height()));
 }
 
-SkPictureShader::SkPictureShader(SkReadBuffer& buffer)
-        : INHERITED(buffer) {
+#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
+SkPictureShader::SkPictureShader(SkReadBuffer& buffer) : INHERITED(buffer) {
     fTmx = static_cast<SkShader::TileMode>(buffer.read32());
     fTmy = static_cast<SkShader::TileMode>(buffer.read32());
     buffer.readRect(&fTile);
     fPicture = SkPicture::CreateFromBuffer(buffer);
 }
+#endif
 
 SkPictureShader::~SkPictureShader() {
     fPicture->unref();
@@ -49,9 +50,19 @@
     return SkNEW_ARGS(SkPictureShader, (picture, tmx, tmy, localMatrix, tile));
 }
 
-void SkPictureShader::flatten(SkWriteBuffer& buffer) const {
-    this->INHERITED::flatten(buffer);
+SkFlattenable* SkPictureShader::CreateProc(SkReadBuffer& buffer) {
+    SkMatrix lm;
+    buffer.readMatrix(&lm);
+    TileMode mx = (TileMode)buffer.read32();
+    TileMode my = (TileMode)buffer.read32();
+    SkRect tile;
+    buffer.readRect(&tile);
+    SkAutoTUnref<SkPicture> picture(SkPicture::CreateFromBuffer(buffer));
+    return SkPictureShader::Create(picture, mx, my, &lm, &tile);
+}
 
+void SkPictureShader::flatten(SkWriteBuffer& buffer) const {
+    buffer.writeMatrix(this->getLocalMatrix());
     buffer.write32(fTmx);
     buffer.write32(fTmy);
     buffer.writeRect(fTile);