void ContentDistributor::distribute(Element* host)
{
    ASSERT(needsDistribution());
    ASSERT(m_nodeToInsertionPoint.isEmpty());

    m_validity = Valid;

    ContentDistribution pool;
    for (Node* node = host->firstChild(); node; node = node->nextSibling())
        populate(node, pool);

    Vector<bool> distributed(pool.size());
    distributed.fill(false);

    Vector<HTMLShadowElement*, 8> activeShadowInsertionPoints;
    for (ShadowRoot* root = host->youngestShadowRoot(); root; root = root->olderShadowRoot()) {
        HTMLShadowElement* firstActiveShadowInsertionPoint = 0;

        const Vector<InsertionPoint*>& insertionPoints = root->insertionPointList();
        for (size_t i = 0; i < insertionPoints.size(); ++i) {
            InsertionPoint* point = insertionPoints[i];
            if (!point->isActive())
                continue;

            if (isHTMLShadowElement(point)) {
                if (!firstActiveShadowInsertionPoint)
                    firstActiveShadowInsertionPoint = toHTMLShadowElement(point);
            } else {
                distributeSelectionsTo(point, pool, distributed);
                if (ElementShadow* shadow = point->parentNode()->isElementNode() ? toElement(point->parentNode())->shadow() : 0)
                    shadow->invalidateDistribution();
            }
        }

        if (firstActiveShadowInsertionPoint)
            activeShadowInsertionPoints.append(firstActiveShadowInsertionPoint);
    }

    for (size_t i = activeShadowInsertionPoints.size(); i > 0; --i) {
        HTMLShadowElement* shadowElement = activeShadowInsertionPoints[i - 1];
        ShadowRoot* root = shadowElement->shadowRoot();
        ASSERT(root);
        if (root->olderShadowRoot()) {
            distributeNodeChildrenTo(shadowElement, root->olderShadowRoot());
            root->olderShadowRoot()->setAssignedTo(shadowElement);
        } else {
            distributeSelectionsTo(shadowElement, pool, distributed);
            if (ElementShadow* shadow = shadowElement->parentNode()->isElementNode() ? toElement(shadowElement->parentNode())->shadow() : 0)
                shadow->invalidateDistribution();
        }
    }
}
void ElementShadow::distribute()
{
    host()->setNeedsStyleRecalc();

    const ContainerNode* poolContainer = host();

    Vector<HTMLShadowElement*, 32> shadowInsertionPoints;
    for (ShadowRoot* root = youngestShadowRoot(); root; root = root->olderShadowRoot()) {
        DistributionPool pool(poolContainer);

        HTMLShadowElement* shadowInsertionPoint = 0;
        const Vector<RefPtr<InsertionPoint> >& insertionPoints = root->descendantInsertionPoints();
        for (size_t i = 0; i < insertionPoints.size(); ++i) {
            InsertionPoint* point = insertionPoints[i].get();
            if (!point->isActive())
                continue;
            if (isHTMLShadowElement(point)) {
                if (!shadowInsertionPoint)
                    shadowInsertionPoint = toHTMLShadowElement(point);
            } else {
                pool.distributeTo(point, this);
                if (ElementShadow* shadow = shadowWhereNodeCanBeDistributed(*point))
                    shadow->setNeedsDistributionRecalc();
            }
        }
        if (shadowInsertionPoint)
            shadowInsertionPoints.append(shadowInsertionPoint);
        poolContainer = shadowInsertionPoint;
    }

    for (size_t i = shadowInsertionPoints.size(); i > 0; --i) {
        HTMLShadowElement* shadowInsertionPoint = shadowInsertionPoints[i - 1];
        ShadowRoot* root = shadowInsertionPoint->containingShadowRoot();
        ASSERT(root);
        if (root->olderShadowRoot() && root->olderShadowRoot()->type() == root->type()) {
            // Only allow reprojecting older shadow roots between the same type to
            // disallow reprojecting UA elements into author shadows.
            distributeNodeChildrenTo(shadowInsertionPoint, root->olderShadowRoot());
            root->olderShadowRoot()->setShadowInsertionPointOfYoungerShadowRoot(shadowInsertionPoint);
        } else if (root->isOldest()) {
            DistributionPool pool(shadowInsertionPoint);
            pool.distributeTo(shadowInsertionPoint, this);
        }
        if (ElementShadow* shadow = shadowWhereNodeCanBeDistributed(*shadowInsertionPoint))
            shadow->setNeedsDistributionRecalc();
    }
}