#include "bechordal.h"
#include "be_t.h"
-#include "bearch.h"
+#include "bearch_t.h"
typedef struct _spill_env_t spill_env_t;
/**
* Creates a new spill environment.
*/
-spill_env_t *be_new_spill_env(const be_chordal_env_t *chordal);
+spill_env_t *be_new_spill_env(be_irg_t *birg);
/**
* Deletes a spill environment.
/**
* 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
- * explicitely create spill nodes, they will be created automatically after
+ * 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);
+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);
+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);
/**
* The main function that places real spills/reloads (or rematerializes values)