- * Analog to be_add_reload, but places the reload "on an edge" between 2 blocks
- * @see be_add_reload
- */
-void be_add_reload_on_edge(spill_env_t *senv, ir_node *to_spill, ir_node *bl, int pos,
- const arch_register_class_t *reload_cls, int allow_remat);
-
-/**
- * Analog to be_add_reload but adds an already created rematerialized node.
- */
-void be_add_remat(spill_env_t *env, ir_node *to_spill, ir_node *before, ir_node *rematted_node);
-
-/**
- * The main function that places real spills/reloads (or rematerializes values)
- * for all values where be_add_reload was called. It then rebuilds the
- * SSA-form and updates liveness information
- */
-void be_insert_spills_reloads(spill_env_t *senv);
-
-/**
- * There are 2 possibilities to spill a phi node: Only it's value, or replacing
- * the whole phi-node with a memory phi. Normally only the value of a phi will
- * be spilled unless you mark the phi with be_spill_phi.
- * (Remember that each phi needs a register, so you have to spill phis when
- * there are more phis than registers in a block)
+ * Register a new spill algorithm.
+ *
+ * @param name the name of the spill algorithm,
+ * used to select it
+ * @param spiller a spill entry