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,
+ 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