[INFO] fetching crate gavle 0.1.1...
[INFO] testing gavle-0.1.1 against 1.83.0 for beta-1.84.0-4-retry
[INFO] extracting crate gavle 0.1.1 into /workspace/builds/worker-5-tc1/source
[INFO] validating manifest of crates.io crate gavle 0.1.1 on toolchain 1.83.0
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+1.83.0" "metadata" "--manifest-path" "Cargo.toml" "--no-deps", kill_on_drop: false }`
[INFO] started tweaking crates.io crate gavle 0.1.1
[INFO] finished tweaking crates.io crate gavle 0.1.1
[INFO] tweaked toml for crates.io crate gavle 0.1.1 written to /workspace/builds/worker-5-tc1/source/Cargo.toml
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+1.83.0" "generate-lockfile" "--manifest-path" "Cargo.toml", kill_on_drop: false }`
[INFO] [stderr]     Blocking waiting for file lock on package cache
[INFO] [stderr]     Updating crates.io index
[INFO] [stderr]     Blocking waiting for file lock on package cache
[INFO] [stderr]      Locking 34 packages to latest compatible versions
[INFO] [stderr]       Adding arrayvec v0.6.1 (available: v0.7.6)
[INFO] [stderr]       Adding bitflags v1.3.2 (available: v2.6.0)
[INFO] [stderr]       Adding glow v0.11.2 (available: v0.16.0)
[INFO] [stderr]       Adding image v0.23.14 (available: v0.25.5)
[INFO] [stderr]       Adding thiserror v1.0.69 (available: v2.0.7)
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+1.83.0" "fetch" "--manifest-path" "Cargo.toml", kill_on_drop: false }`
[INFO] [stderr]     Blocking waiting for file lock on package cache
[INFO] [stderr]     Blocking waiting for file lock on package cache
[INFO] [stderr]  Downloading crates ...
[INFO] [stderr]   Downloaded arrayvec v0.6.1
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:f3a9d4ad9d972b27faf3965f35b62e55ba32bbce8f20bc8fe909558a86702fde" "/opt/rustwide/cargo-home/bin/cargo" "+1.83.0" "metadata" "--no-deps" "--format-version=1", kill_on_drop: false }`
[INFO] [stdout] 43f578af8aeaefeca28c90a901e47612b4dabc7d6a842b78b5c108cef3127064
[INFO] running `Command { std: "docker" "start" "-a" "43f578af8aeaefeca28c90a901e47612b4dabc7d6a842b78b5c108cef3127064", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "inspect" "43f578af8aeaefeca28c90a901e47612b4dabc7d6a842b78b5c108cef3127064", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "43f578af8aeaefeca28c90a901e47612b4dabc7d6a842b78b5c108cef3127064", kill_on_drop: false }`
[INFO] [stdout] 43f578af8aeaefeca28c90a901e47612b4dabc7d6a842b78b5c108cef3127064
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:f3a9d4ad9d972b27faf3965f35b62e55ba32bbce8f20bc8fe909558a86702fde" "/opt/rustwide/cargo-home/bin/cargo" "+1.83.0" "build" "--frozen" "--message-format=json", kill_on_drop: false }`
[INFO] [stdout] 44beb1a118227e43a28d9bb42706c1d53c7f73ff7396afb2e924bea811e29f1c
[INFO] running `Command { std: "docker" "start" "-a" "44beb1a118227e43a28d9bb42706c1d53c7f73ff7396afb2e924bea811e29f1c", kill_on_drop: false }`
[INFO] [stderr]    Compiling arrayvec v0.6.1
[INFO] [stderr]    Compiling glow v0.11.2
[INFO] [stderr]    Compiling tinyvec v1.8.0
[INFO] [stderr]    Compiling generational-arena v0.2.9
[INFO] [stderr]    Compiling thiserror-impl v1.0.69
[INFO] [stderr]    Compiling thiserror v1.0.69
[INFO] [stderr]    Compiling gavle v0.1.1 (/opt/rustwide/workdir)
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/lib.rs:402:19
[INFO] [stdout]     |
[INFO] [stdout] 402 |             for texture in attachments {
[INFO] [stdout]     |                            ^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: `#[warn(for_loops_over_fallibles)]` on by default
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 402 |             while let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 402 |             if let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:954:48
[INFO] [stdout]     |
[INFO] [stdout] 954 |             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout]     |                                                         ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::VertexShader` does not implement `Clone`, so calling `clone` on `&shader::VertexShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout]     = note: `#[warn(noop_method_call)]` on by default
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 954 -             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout] 954 +             let vertex_shader = descriptor.vertex.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::VertexShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:959:49
[INFO] [stdout]     |
[INFO] [stdout] 959 |                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout]     |                                                                ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::FragmentShader` does not implement `Clone`, so calling `clone` on `&shader::FragmentShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 959 -                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout] 959 +                     let fragment_shader = fragment_state.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::FragmentShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:254:19
[INFO] [stdout]     |
[INFO] [stdout] 254 |             for texture in &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 254 |             while let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 254 |             if let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:256:19
[INFO] [stdout]     |
[INFO] [stdout] 256 |             for texture in &fb.depth_stencil {
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 256 |             while let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 256 |             if let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:292:19
[INFO] [stdout]     |
[INFO] [stdout] 292 |             for texture in &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 292 |             while let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 292 |             if let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:294:19
[INFO] [stdout]     |
[INFO] [stdout] 294 |             for texture in &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 294 |             while let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 294 |             if let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:31:18
[INFO] [stdout]    |
[INFO] [stdout] 31 |         for texture in &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 31 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 31 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:38:18
[INFO] [stdout]    |
[INFO] [stdout] 38 |         for texture in &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 38 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 38 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:45:18
[INFO] [stdout]    |
[INFO] [stdout] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:50:18
[INFO] [stdout]    |
[INFO] [stdout] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:55:18
[INFO] [stdout]    |
[INFO] [stdout] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:60:18
[INFO] [stdout]    |
[INFO] [stdout] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stderr]     Finished `dev` profile [unoptimized + debuginfo] target(s) in 2.39s
[INFO] running `Command { std: "docker" "inspect" "44beb1a118227e43a28d9bb42706c1d53c7f73ff7396afb2e924bea811e29f1c", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "44beb1a118227e43a28d9bb42706c1d53c7f73ff7396afb2e924bea811e29f1c", kill_on_drop: false }`
[INFO] [stdout] 44beb1a118227e43a28d9bb42706c1d53c7f73ff7396afb2e924bea811e29f1c
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:f3a9d4ad9d972b27faf3965f35b62e55ba32bbce8f20bc8fe909558a86702fde" "/opt/rustwide/cargo-home/bin/cargo" "+1.83.0" "test" "--frozen" "--no-run" "--message-format=json", kill_on_drop: false }`
[INFO] [stdout] bd1a3019c490d5513909a9bd21a266e3148130a6f423ab76c51659770329989f
[INFO] running `Command { std: "docker" "start" "-a" "bd1a3019c490d5513909a9bd21a266e3148130a6f423ab76c51659770329989f", kill_on_drop: false }`
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/lib.rs:402:19
[INFO] [stdout]     |
[INFO] [stdout] 402 |             for texture in attachments {
[INFO] [stdout]     |                            ^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: `#[warn(for_loops_over_fallibles)]` on by default
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 402 |             while let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 402 |             if let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:954:48
[INFO] [stdout]     |
[INFO] [stdout] 954 |             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout]     |                                                         ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::VertexShader` does not implement `Clone`, so calling `clone` on `&shader::VertexShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout]     = note: `#[warn(noop_method_call)]` on by default
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 954 -             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout] 954 +             let vertex_shader = descriptor.vertex.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::VertexShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:959:49
[INFO] [stdout]     |
[INFO] [stdout] 959 |                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout]     |                                                                ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::FragmentShader` does not implement `Clone`, so calling `clone` on `&shader::FragmentShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 959 -                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout] 959 +                     let fragment_shader = fragment_state.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::FragmentShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:254:19
[INFO] [stdout]     |
[INFO] [stdout] 254 |             for texture in &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 254 |             while let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 254 |             if let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:256:19
[INFO] [stdout]     |
[INFO] [stdout] 256 |             for texture in &fb.depth_stencil {
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 256 |             while let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 256 |             if let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:292:19
[INFO] [stdout]     |
[INFO] [stdout] 292 |             for texture in &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 292 |             while let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 292 |             if let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:294:19
[INFO] [stdout]     |
[INFO] [stdout] 294 |             for texture in &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 294 |             while let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 294 |             if let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:31:18
[INFO] [stdout]    |
[INFO] [stdout] 31 |         for texture in &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 31 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 31 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:38:18
[INFO] [stdout]    |
[INFO] [stdout] 38 |         for texture in &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 38 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 38 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stderr]    Compiling gavle v0.1.1 (/opt/rustwide/workdir)
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:45:18
[INFO] [stdout]    |
[INFO] [stdout] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:50:18
[INFO] [stdout]    |
[INFO] [stdout] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:55:18
[INFO] [stdout]    |
[INFO] [stdout] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:60:18
[INFO] [stdout]    |
[INFO] [stdout] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/lib.rs:402:19
[INFO] [stdout]     |
[INFO] [stdout] 402 |             for texture in attachments {
[INFO] [stdout]     |                            ^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: `#[warn(for_loops_over_fallibles)]` on by default
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 402 |             while let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 402 |             if let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:954:48
[INFO] [stdout]     |
[INFO] [stdout] 954 |             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout]     |                                                         ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::VertexShader` does not implement `Clone`, so calling `clone` on `&shader::VertexShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout]     = note: `#[warn(noop_method_call)]` on by default
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 954 -             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout] 954 +             let vertex_shader = descriptor.vertex.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::VertexShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:959:49
[INFO] [stdout]     |
[INFO] [stdout] 959 |                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout]     |                                                                ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::FragmentShader` does not implement `Clone`, so calling `clone` on `&shader::FragmentShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 959 -                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout] 959 +                     let fragment_shader = fragment_state.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::FragmentShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:254:19
[INFO] [stdout]     |
[INFO] [stdout] 254 |             for texture in &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 254 |             while let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 254 |             if let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:256:19
[INFO] [stdout]     |
[INFO] [stdout] 256 |             for texture in &fb.depth_stencil {
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 256 |             while let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 256 |             if let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:292:19
[INFO] [stdout]     |
[INFO] [stdout] 292 |             for texture in &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 292 |             while let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 292 |             if let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:294:19
[INFO] [stdout]     |
[INFO] [stdout] 294 |             for texture in &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 294 |             while let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 294 |             if let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:31:18
[INFO] [stdout]    |
[INFO] [stdout] 31 |         for texture in &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 31 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 31 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:38:18
[INFO] [stdout]    |
[INFO] [stdout] 38 |         for texture in &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 38 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 38 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:45:18
[INFO] [stdout]    |
[INFO] [stdout] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:50:18
[INFO] [stdout]    |
[INFO] [stdout] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:55:18
[INFO] [stdout]    |
[INFO] [stdout] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:60:18
[INFO] [stdout]    |
[INFO] [stdout] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stderr]     Finished `test` profile [unoptimized + debuginfo] target(s) in 0.97s
[INFO] running `Command { std: "docker" "inspect" "bd1a3019c490d5513909a9bd21a266e3148130a6f423ab76c51659770329989f", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "bd1a3019c490d5513909a9bd21a266e3148130a6f423ab76c51659770329989f", kill_on_drop: false }`
[INFO] [stdout] bd1a3019c490d5513909a9bd21a266e3148130a6f423ab76c51659770329989f
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:f3a9d4ad9d972b27faf3965f35b62e55ba32bbce8f20bc8fe909558a86702fde" "/opt/rustwide/cargo-home/bin/cargo" "+1.83.0" "test" "--frozen", kill_on_drop: false }`
[INFO] [stdout] 521de757389d1f3ba1e9140362f13f8b28d99d7a303c09e4a32b861cbb49d409
[INFO] running `Command { std: "docker" "start" "-a" "521de757389d1f3ba1e9140362f13f8b28d99d7a303c09e4a32b861cbb49d409", kill_on_drop: false }`
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]    --> src/lib.rs:402:19
[INFO] [stderr]     |
[INFO] [stderr] 402 |             for texture in attachments {
[INFO] [stderr]     |                            ^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr]     = note: `#[warn(for_loops_over_fallibles)]` on by default
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]     |
[INFO] [stderr] 402 |             while let Some(texture) = attachments {
[INFO] [stderr]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]     |
[INFO] [stderr] 402 |             if let Some(texture) = attachments {
[INFO] [stderr]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stderr]    --> src/lib.rs:954:48
[INFO] [stderr]     |
[INFO] [stderr] 954 |             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stderr]     |                                                         ^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr]     = note: the type `shader::VertexShader` does not implement `Clone`, so calling `clone` on `&shader::VertexShader` copies the reference, which does not do anything and can be removed
[INFO] [stderr]     = note: `#[warn(noop_method_call)]` on by default
[INFO] [stderr] help: remove this redundant call
[INFO] [stderr]     |
[INFO] [stderr] 954 -             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stderr] 954 +             let vertex_shader = descriptor.vertex.shader;
[INFO] [stderr]     |
[INFO] [stderr] help: if you meant to clone `shader::VertexShader`, implement `Clone` for it
[INFO] [stderr]    --> src/shader.rs:61:3
[INFO] [stderr]     |
[INFO] [stderr] 61  +         #[derive(Clone)]
[INFO] [stderr] 62  |         pub struct $name {
[INFO] [stderr]     |
[INFO] [stderr] 
[INFO] [stderr] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stderr]    --> src/lib.rs:959:49
[INFO] [stderr]     |
[INFO] [stderr] 959 |                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stderr]     |                                                                ^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr]     = note: the type `shader::FragmentShader` does not implement `Clone`, so calling `clone` on `&shader::FragmentShader` copies the reference, which does not do anything and can be removed
[INFO] [stderr] help: remove this redundant call
[INFO] [stderr]     |
[INFO] [stderr] 959 -                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stderr] 959 +                     let fragment_shader = fragment_state.shader;
[INFO] [stderr]     |
[INFO] [stderr] help: if you meant to clone `shader::FragmentShader`, implement `Clone` for it
[INFO] [stderr]    --> src/shader.rs:61:3
[INFO] [stderr]     |
[INFO] [stderr] 61  +         #[derive(Clone)]
[INFO] [stderr] 62  |         pub struct $name {
[INFO] [stderr]     |
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]    --> src/pipeline.rs:254:19
[INFO] [stderr]     |
[INFO] [stderr] 254 |             for texture in &fb.depth_stencil { texture.acquire_write() }
[INFO] [stderr]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]     |
[INFO] [stderr] 254 |             while let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stderr]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]     |
[INFO] [stderr] 254 |             if let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stderr]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]    --> src/pipeline.rs:256:19
[INFO] [stderr]     |
[INFO] [stderr] 256 |             for texture in &fb.depth_stencil {
[INFO] [stderr]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]     |
[INFO] [stderr] 256 |             while let Some(texture) = &fb.depth_stencil {
[INFO] [stderr]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]     |
[INFO] [stderr] 256 |             if let Some(texture) = &fb.depth_stencil {
[INFO] [stderr]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]    --> src/pipeline.rs:292:19
[INFO] [stderr]     |
[INFO] [stderr] 292 |             for texture in &fb.depth_stencil { texture.release_write() }
[INFO] [stderr]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]     |
[INFO] [stderr] 292 |             while let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stderr]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]     |
[INFO] [stderr] 292 |             if let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stderr]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]    --> src/pipeline.rs:294:19
[INFO] [stderr]     |
[INFO] [stderr] 294 |             for texture in &fb.depth_stencil { texture.release_read() }
[INFO] [stderr]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]     |
[INFO] [stderr] 294 |             while let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stderr]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]     |
[INFO] [stderr] 294 |             if let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stderr]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:31:18
[INFO] [stderr]    |
[INFO] [stderr] 31 |         for texture in &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 31 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 31 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:38:18
[INFO] [stderr]    |
[INFO] [stderr] 38 |         for texture in &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 38 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 38 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:45:18
[INFO] [stderr]    |
[INFO] [stderr] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:50:18
[INFO] [stderr]    |
[INFO] [stderr] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:55:18
[INFO] [stderr]    |
[INFO] [stderr] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stderr]   --> src/framebuffer.rs:60:18
[INFO] [stderr]    |
[INFO] [stderr] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stderr]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]    |
[INFO] [stderr] help: to check pattern in a loop use `while let`
[INFO] [stderr]    |
[INFO] [stderr] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stderr] help: consider using `if let` to clear intent
[INFO] [stderr]    |
[INFO] [stderr] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stderr]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stderr] 
[INFO] [stderr] warning: `gavle` (lib) generated 13 warnings (run `cargo fix --lib -p gavle` to apply 2 suggestions)
[INFO] [stderr] warning: `gavle` (lib test) generated 13 warnings (13 duplicates)
[INFO] [stderr]     Finished `test` profile [unoptimized + debuginfo] target(s) in 0.03s
[INFO] [stderr]      Running unittests src/lib.rs (/opt/rustwide/target/debug/deps/gavle-3faa8d6c8b22a995)
[INFO] [stdout] 
[INFO] [stdout] running 3 tests
[INFO] [stdout] test info::tests::profile ... ok
[INFO] [stdout] test info::tests::release ... ok
[INFO] [stdout] test info::tests::version ... ok
[INFO] [stdout] 
[INFO] [stdout] test result: ok. 3 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.00s
[INFO] [stdout] 
[INFO] [stderr]    Doc-tests gavle
[INFO] [stdout] 
[INFO] [stdout] running 1 test
[INFO] [stdout] test src/shader.rs - shader::instance_shaders (line 45) ... FAILED
[INFO] [stdout] 
[INFO] [stdout] failures:
[INFO] [stdout] 
[INFO] [stdout] ---- src/shader.rs - shader::instance_shaders (line 45) stdout ----
[INFO] [stdout] error: cannot find macro `instance_shaders` in this scope
[INFO] [stdout]  --> src/shader.rs:46:1
[INFO] [stdout]   |
[INFO] [stdout] 3 | instance_shaders! {
[INFO] [stdout]   | ^^^^^^^^^^^^^^^^
[INFO] [stdout] 
[INFO] [stdout] error: aborting due to 1 previous error
[INFO] [stdout] 
[INFO] [stdout] Couldn't compile the test.
[INFO] [stdout] 
[INFO] [stdout] failures:
[INFO] [stdout]     src/shader.rs - shader::instance_shaders (line 45)
[INFO] [stdout] 
[INFO] [stdout] test result: FAILED. 0 passed; 1 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.07s
[INFO] [stdout] 
[INFO] [stderr] error: doctest failed, to rerun pass `--doc`
[INFO] running `Command { std: "docker" "inspect" "521de757389d1f3ba1e9140362f13f8b28d99d7a303c09e4a32b861cbb49d409", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "521de757389d1f3ba1e9140362f13f8b28d99d7a303c09e4a32b861cbb49d409", kill_on_drop: false }`
[INFO] [stdout] 521de757389d1f3ba1e9140362f13f8b28d99d7a303c09e4a32b861cbb49d409
