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/effects/gradients/SkRadialGradient.cpp b/src/effects/gradients/SkRadialGradient.cpp
index 4766af6..a20ea35 100644
--- a/src/effects/gradients/SkRadialGradient.cpp
+++ b/src/effects/gradients/SkRadialGradient.cpp
@@ -567,19 +567,13 @@
 
 bool SkRadialGradient::asNewEffect(GrContext* context, GrEffectStage* stage) const {
     SkASSERT(NULL != context && NULL != stage);
-    SkAutoTUnref<GrEffect> effect(SkNEW_ARGS(GrRadialGradient, (context, *this, fTileMode)));
 
     SkMatrix matrix;
-    if (this->getLocalMatrix(&matrix)) {
-        if (!matrix.invert(&matrix)) {
-            return false;
-        }
-        matrix.postConcat(fPtsToUnit);
-        stage->setEffect(effect, matrix);
-    } else {
-        stage->setEffect(effect, fPtsToUnit);
+    if (!this->getLocalMatrix().invert(&matrix)) {
+        return false;
     }
-
+    matrix.postConcat(fPtsToUnit);
+    stage->setEffect(SkNEW_ARGS(GrRadialGradient, (context, *this, fTileMode)), matrix)->unref();
     return true;
 }