func: int gen_new_label(void)
  
  {
  
      TCGContext *s = &tcg_ctx;
  
      int idx;
  
      TCGLabel *l;
  
  
  
      if (s->nb_labels >= TCG_MAX_LABELS)
  
          tcg_abort();
  
      idx = s->nb_labels++;
  
      l = &s->labels[idx];
  
      l->has_value = 0;
  
      l->u.first_reloc = NULL;
  
      return idx;
  
  }
  