* @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
+ * @date 29.09.2005
* @version $Id$
*/
#ifndef FIRM_BE_BESPILLUTIL_H
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)
* for all values where be_add_reload was called. It then rebuilds the
void be_insert_spills_reloads(spill_env_t *senv);
/**
- * There are 2 possibilities to spill a phi node: Only it's value, or replacing
+ * There are 2 possibilities to spill a phi node: Only its value, or replacing
* the whole phi-node with a memory phi. Normally only the value of a phi will
* be spilled unless you mark the phi with be_spill_phi.
* (Remember that each phi needs a register, so you have to spill phis when