#include "bechordal.h"
#include "be_t.h"
-#include "bearch.h"
+#include "bearch_t.h"
typedef struct _spill_env_t spill_env_t;
/**
* 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)