* instructions and rematerialisation of values.
* @author Daniel Grund, Sebastian Hack, Matthias Braun
* @date 29.09.2005
- * @version $Id$
*/
#ifndef FIRM_BE_BESPILLUTIL_H
#define FIRM_BE_BESPILLUTIL_H
#include "debug.h"
#include "bearch.h"
-#include "beirg.h"
typedef struct spill_env_t spill_env_t;
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);
-void be_add_reload2(spill_env_t *senv, ir_node *to_spill, ir_node *before, ir_node *can_spill_after,
- const arch_register_class_t *reload_cls, int allow_remat);
-
-/**
- * Add a reload at the end of a block.
- * Similar to be_add_reload_on_edge().
- */
-void be_add_reload_at_end(spill_env_t *env, ir_node *to_spill, const ir_node *block,
- 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_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
*/
int be_is_rematerializable(spill_env_t *env, const ir_node *to_remat, const ir_node *before);
+/**
+ * Create a be_Spill node. This function is compatible to the
+ * arch_env->new_spill callback.
+ */
+ir_node *be_new_spill(ir_node *value, ir_node *after);
+
+/**
+ * Create a be_Reload node. This function is compatible to the
+ * arch_env->new_reload interface.
+ */
+ir_node *be_new_reload(ir_node *value, ir_node *spilled, ir_node *before);
+
#endif