Move SkShader::fLocalMatrix into SkShader constructor.

As a first step towards removing SkShader::setLocalMatrix, which will make
SkShader thread-safe, remove calls to setLocalMatrix that happen immediately
after the shader is being created. Instead, pass the matrix into the constructor
or factory method.

BUG=skia:1976
R=scroggo@google.com, reed@google.com, skyostil@google.com, mtklein@google.com

Author: dominikg@chromium.org

Review URL: https://codereview.chromium.org/245963010

git-svn-id: http://skia.googlecode.com/svn/trunk@14401 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gm/xfermodes3.cpp b/gm/xfermodes3.cpp
index 1863a3e..d5790d5 100644
--- a/gm/xfermodes3.cpp
+++ b/gm/xfermodes3.cpp
@@ -195,12 +195,12 @@
         SkAutoLockPixels bgAlp(bg);
         memcpy(bg.getPixels(), kCheckData, sizeof(kCheckData));
 
-        fBGShader.reset(SkShader::CreateBitmapShader(bg,
-                                                     SkShader::kRepeat_TileMode,
-                                                     SkShader::kRepeat_TileMode));
         SkMatrix lm;
         lm.setScale(SkIntToScalar(kCheckSize), SkIntToScalar(kCheckSize));
-        fBGShader->setLocalMatrix(lm);
+        fBGShader.reset(SkShader::CreateBitmapShader(bg,
+                                                     SkShader::kRepeat_TileMode,
+                                                     SkShader::kRepeat_TileMode,
+                                                     &lm));
 
         SkPaint bmpPaint;
         static const SkPoint kCenter = { SkIntToScalar(kSize) / 2, SkIntToScalar(kSize) / 2 };