{
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)
+ s->current_frame_offset = (s->current_frame_offset +
+ (tcg_target_long)sizeof(tcg_target_long) - 1) &
+ ~(sizeof(tcg_target_long) - 1);
+ if (s->current_frame_offset + (tcg_target_long)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);
+ s->current_frame_offset += (tcg_target_long)sizeof(tcg_target_long);
}
/* free register 'reg' by spilling the corresponding temporary if necessary */