+/**
+ * Inserts a new entry into the list of reloads to place (the real nodes will
+ * be created when be_insert_spills_reloads is run). You don't have to
+ * explicitly create spill nodes, they will be created automatically after
+ * the definition of a value as soon as a reload is created. (we should add a
+ * possibility for explicit spill placement in the future)
+ *
+ * @param senv The spill environment
+ * @param to_spill The node which is about to be spilled
+ * @param before The node before the reload should be added
+ * @param reload_cls The register class the reloaded value will be put into
+ * @param allow_remat Set to 1 if the node may be rematerialized instead of reloaded
+ */
+void be_add_reload(spill_env_t *senv, ir_node *to_spill, ir_node *before,
+ const arch_register_class_t *reload_cls, int allow_remat);
+
+/**
+ * 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);