static void temp_allocate_frame(TCGContext *s, int temp) { TCGTemp *ts; ts = &s->temps[temp]; s->current_frame_offset = (s->current_frame_offset + sizeof(tcg_target_long) - 1) & ~(sizeof(tcg_target_long) - 1); if (s->current_frame_offset + sizeof(tcg_target_long) > s->frame_end) tcg_abort(); ts->mem_offset = s->current_frame_offset; ts->mem_reg = s->frame_reg; ts->mem_allocated = 1; s->current_frame_offset += sizeof(tcg_target_long); }