ir_node *be_get_end_of_block_insertion_point(const ir_node *block);
+/**
+ * marks a point until which a node must be spilled
+ */
+void be_add_spill(spill_env_t *senv, ir_node *to_spill, ir_node *before);
+
/**
* 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_reload2(spill_env_t *senv, ir_node *to_spill, ir_node *before, ir_node *can_spill_after,
+ const arch_register_class_t *reload_cls, int allow_remat);
+
/**
* Add a reload at the end of a block.
* Similar to be_add_reload_on_edge().
* 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);
+double be_get_spill_costs(spill_env_t *env, ir_node *to_spill, ir_node *before);
/**
* Returns the estimated costs if a node would get reloaded at a specific place