func: 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);
  
  }
  