#include "bechordal.h"
#include "be_t.h"
-#include "bearch.h"
+#include "bearch_t.h"
typedef struct _spill_env_t spill_env_t;
* 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)
+ *
+ * @param senv The spill environment
+ * @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
*/
-void be_add_reload(spill_env_t *senv, ir_node *to_spill, ir_node *before, const arch_register_class_t *reload_cls);
+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);
/**
* 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);
+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, const arch_register_class_t *reload_cls);
+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)