+/**
+ * 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)
+ */
+void be_spill_phi(spill_env_t *env, ir_node *node);
+
+/**
+ * Returns the estimated costs if a node would ge spilled. This does only return
+ * the costs for the spill instructions, not the costs for needed reload
+ * instructions. The value is weighted by the estimated execution frequency of
+ * the spill.
+ */
+double be_get_spill_costs(spill_env_t *env, ir_node *to_spill, ir_node *after);
+
+/**
+ * Returns the estimated costs if a node would get reloaded at a specific place
+ * This returns the costs for a reload instructions, or when possible the costs
+ * for a rematerialisation. The value is weighted by the estimated execution
+ * frequency of the reload/rematerialisation.
+ */
+double be_get_reload_costs(spill_env_t *env, ir_node *to_spill,
+ ir_node *before);