/**
* 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
- * explicitely create spill nodes, they will be created automatically after
+ * 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)
*/
-void be_add_reload(spill_env_t *senv, ir_node *to_spill, ir_node *before);
+void be_add_reload(spill_env_t *senv, ir_node *to_spill, ir_node *before, const arch_register_class_t *reload_cls);
/**
* Analog to be_add_reload, but places the reload "on an edge" between 2 blocks
*/
-void be_add_reload_on_edge(spill_env_t *senv, ir_node *to_spill, ir_node *bl, int pos);
+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);
/**
* The main function that places real spills/reloads (or rematerializes values)