| Index: third_party/WebKit/Source/core/dom/shadow/InsertionPoint.cpp
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| diff --git a/third_party/WebKit/Source/core/dom/shadow/InsertionPoint.cpp b/third_party/WebKit/Source/core/dom/shadow/InsertionPoint.cpp
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| index 25810c54f80f19a44d412aa43d2c1f03d249b105..9ea38c099f3a88ca66893387750f30c15c33593c 100644
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| --- a/third_party/WebKit/Source/core/dom/shadow/InsertionPoint.cpp
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| +++ b/third_party/WebKit/Source/core/dom/shadow/InsertionPoint.cpp
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| @@ -150,7 +150,7 @@ bool InsertionPoint::isActive() const
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|          return true;
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|  
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|      // Slow path only when there are more than one shadow elements in a shadow tree. That should be a rare case.
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| -    const WillBeHeapVector<RefPtrWillBeMember<InsertionPoint>>& insertionPoints = shadowRoot->descendantInsertionPoints();
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| +    const HeapVector<Member<InsertionPoint>>& insertionPoints = shadowRoot->descendantInsertionPoints();
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|      for (size_t i = 0; i < insertionPoints.size(); ++i) {
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|          InsertionPoint* point = insertionPoints[i].get();
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|          if (isHTMLShadowElement(*point))
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| @@ -169,11 +169,11 @@ bool InsertionPoint::isContentInsertionPoint() const
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|      return isHTMLContentElement(*this) && isActive();
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|  }
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|  
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| -PassRefPtrWillBeRawPtr<StaticNodeList> InsertionPoint::getDistributedNodes()
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| +RawPtr<StaticNodeList> InsertionPoint::getDistributedNodes()
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|  {
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|      updateDistribution();
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|  
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| -    WillBeHeapVector<RefPtrWillBeMember<Node>> nodes;
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| +    HeapVector<Member<Node>> nodes;
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|      nodes.reserveInitialCapacity(m_distributedNodes.size());
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|      for (size_t i = 0; i < m_distributedNodes.size(); ++i)
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|          nodes.uncheckedAppend(m_distributedNodes.at(i));
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| @@ -274,7 +274,7 @@ const InsertionPoint* resolveReprojection(const Node* projectedNode)
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|      return insertionPoint;
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|  }
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|  
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| -void collectDestinationInsertionPoints(const Node& node, WillBeHeapVector<RawPtrWillBeMember<InsertionPoint>, 8>& results)
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| +void collectDestinationInsertionPoints(const Node& node, HeapVector<Member<InsertionPoint>, 8>& results)
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|  {
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|      const Node* current = &node;
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|      ElementShadow* lastElementShadow = 0;
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| 
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