* PURPOSE.
*/
-/*
- * Author: Daniel Grund, Sebastian Hack, Matthias Braun
- * Date: 29.09.2005
- * Copyright: (c) Universitaet Karlsruhe
- * Licence: This file protected by GPL - GNU GENERAL PUBLIC LICENSE.
+/**
+ * @file
+ * @brief higher level abstraction for the creation of spill and reload
+ * instructions and rematerialisation of values.
+ * @author Daniel Grund, Sebastian Hack, Matthias Braun
+ * @date 29.09.2005
+ * @version $Id$
*/
-#ifndef BESPILL_H_
-#define BESPILL_H_
+#ifndef FIRM_BE_BESPILL_H
+#define FIRM_BE_BESPILL_H
#include "firm_types.h"
-#include "set.h"
-#include "pset.h"
#include "debug.h"
-#include "bechordal.h"
-#include "be_t.h"
-
-#include "bearch_t.h"
+#include "bearch.h"
+#include "beirg.h"
-typedef struct _spill_env_t spill_env_t;
+typedef struct spill_env_t spill_env_t;
/**
* Creates a new spill environment.
*/
void be_delete_spill_env(spill_env_t *senv);
-/**
- * Sets the debug module of a spill environment.
- */
-DEBUG_ONLY(void be_set_spill_env_dbg_module(spill_env_t *env, firm_dbg_module_t *dbg));
-
/**
* 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
* @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
+ * @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);
+ 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);
+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);
/**
* Analog to be_add_reload but adds an already created rematerialized node.
*/
-void be_add_remat(spill_env_t *env, ir_node *to_spill, ir_node *before, ir_node *rematted_node);
+void be_add_remat(spill_env_t *env, ir_node *to_spill, ir_node *before,
+ ir_node *rematted_node);
/**
* The main function that places real spills/reloads (or rematerializes values)
*/
void be_spill_phi(spill_env_t *env, ir_node *node);
+/**
+ * Returns the estimated costs if a node would ge spilled. This does only return
+ * the costs for the spill instructions, not the costs for needed reload
+ * 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);
+
/**
* Returns the estimated costs if a node would get reloaded at a specific place
- * This usually returns the cost of spill + reload operation. But might return
- * smaller values if the value has already been spilled in a former run or
- * when it is possible to rematerialize the value.
+ * This returns the costs for a reload instructions, or when possible the costs
+ * for a rematerialisation. The value is weighted by the estimated execution
+ * frequency of the reload/rematerialisation.
*/
-int be_get_reload_costs(spill_env_t *env, ir_node *to_spill, ir_node *before);
+double be_get_reload_costs(spill_env_t *env, ir_node *to_spill,
+ ir_node *before);
/**
* Analog to be_get_reload_costs but returns the cost if the reload would be
* placed "on an edge" between 2 blocks
*/
-int be_get_reload_costs_on_edge(spill_env_t *env, ir_node *to_spill, ir_node *block, int pos);
+double be_get_reload_costs_on_edge(spill_env_t *env, ir_node *to_spill,
+ ir_node *block, int pos);
#endif