*
*/
-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) {
spill_info_t *spill_info;
reloader_t *reloader;
reloader->allow_remat = 1;
spill_info->reloaders = reloader;
- assert(spill_info->reload_cls == NULL || spill_info->reload_cls == reload_cls);
- spill_info->reload_cls = reload_cls;
}
void be_add_reload(spill_env_t *env, ir_node *to_spill, ir_node *before,
new_backedge_info(res);
sched_reset(res);
- DBG((env->dbg, LEVEL_1, "Insert remat %+F before reloader %+F\n", res, reloader));
+ DBG((env->dbg, LEVEL_1, "Insert remat %+F of %+F before reloader %+F\n", res, spilled, reloader));
/* insert in schedule */
sched_add_before(reloader, res);
/**
* 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)