*/
void be_delete_spill_env(spill_env_t *senv);
+ir_node *be_get_end_of_block_insertion_point(const ir_node *block);
+
/**
* 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
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);
-void be_add_reload_at_end(spill_env_t *env, ir_node *to_spill, ir_node *block,
+/**
+ * Add a reload at the end of a block.
+ * Similar to be_add_reload_on_edge().
+ */
+void be_add_reload_at_end(spill_env_t *env, ir_node *to_spill, const ir_node *block,
const arch_register_class_t *reload_cls,
int allow_remat);
double be_get_reload_costs_on_edge(spill_env_t *env, ir_node *to_spill,
ir_node *block, int pos);
+typedef struct {
+ unsigned n_spills;
+ unsigned n_reloads;
+ double spill_costs;
+ double reload_costs;
+} be_total_spill_costs_t;
+
+/**
+ * Collect spill/reload cost statistics for a graph.
+ * @param birg The backend graph.
+ * @param costs A struct which will be filled with the costs.
+ */
+void be_get_total_spill_costs(be_irg_t *birg, be_total_spill_costs_t *costs);
+
+/**
+ * Check, if a node is rematerializable.
+ * @param env The spill env.
+
+ */
+int be_is_rematerializable(spill_env_t *env, const ir_node *to_remat, const ir_node *before);
+
#endif