[INFO] fetching crate gavle 0.1.1... [INFO] testing gavle-0.1.1 against try#8de4c7234dd9b97c9d76b58671343fdbbc9a433e+target=x86_64-unknown-linux-musl for musl_upgrade_1_2_5_with_libc_patch_0 [INFO] extracting crate gavle 0.1.1 into /workspace/builds/worker-7-tc1/source [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-7-tc1/source/Cargo.toml [INFO] validating manifest of crates.io crate gavle 0.1.1 on toolchain 8de4c7234dd9b97c9d76b58671343fdbbc9a433e [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "metadata" "--manifest-path" "Cargo.toml" "--no-deps", kill_on_drop: false }` [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "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 35 packages to latest compatible versions [INFO] [stderr] Adding arrayvec v0.6.1 (available: v0.7.6) [INFO] [stderr] Adding bitflags v1.3.2 (available: v2.9.1) [INFO] [stderr] Adding glow v0.11.2 (available: v0.16.0) [INFO] [stderr] Adding image v0.23.14 (available: v0.25.6) [INFO] [stderr] Adding thiserror v1.0.69 (available: v2.0.12) [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "fetch" "--manifest-path" "Cargo.toml", kill_on_drop: false }` [INFO] [stderr] Blocking waiting for file lock on package cache [INFO] [stderr] Downloading crates ... [INFO] [stderr] Downloaded arrayvec v0.6.1 [INFO] [stderr] Downloaded generational-arena v0.2.9 [INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-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@sha256:90999bfc7ae267e83380e433d8e61a7c072ca6729e92edbae886d3423b3a6f4c" "/opt/rustwide/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "metadata" "--no-deps" "--format-version=1", kill_on_drop: false }` [INFO] [stdout] a676d01309dce30d2f5245b386c892a5904ec73b341b6e3d4fe7bad59d0ab051 [INFO] running `Command { std: "docker" "start" "-a" "a676d01309dce30d2f5245b386c892a5904ec73b341b6e3d4fe7bad59d0ab051", kill_on_drop: false }` [INFO] running `Command { std: "docker" "inspect" "a676d01309dce30d2f5245b386c892a5904ec73b341b6e3d4fe7bad59d0ab051", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "a676d01309dce30d2f5245b386c892a5904ec73b341b6e3d4fe7bad59d0ab051", kill_on_drop: false }` [INFO] [stdout] a676d01309dce30d2f5245b386c892a5904ec73b341b6e3d4fe7bad59d0ab051 [INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-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=forbid" "-e" "RUSTDOCFLAGS=--cap-lints=forbid" "-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@sha256:90999bfc7ae267e83380e433d8e61a7c072ca6729e92edbae886d3423b3a6f4c" "/opt/rustwide/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "build" "--frozen" "--message-format=json" "--target" "x86_64-unknown-linux-musl", kill_on_drop: false }` [INFO] [stdout] 8d1bcf9ce1611167b2e2072c358e59d920e806fa5c6e26ff8e8d9f4711839fa9 [INFO] running `Command { std: "docker" "start" "-a" "8d1bcf9ce1611167b2e2072c358e59d920e806fa5c6e26ff8e8d9f4711839fa9", kill_on_drop: false }` [INFO] [stderr] Compiling tinyvec v1.9.0 [INFO] [stderr] Compiling arrayvec v0.6.1 [INFO] [stderr] Compiling glow v0.11.2 [INFO] [stderr] Compiling generational-arena v0.2.9 [INFO] [stderr] Compiling smallvec v1.15.1 [INFO] [stderr] Compiling syn v2.0.104 [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: method `write_locks` is never used [INFO] [stdout] --> src/access.rs:35:5 [INFO] [stdout] | [INFO] [stdout] 33 | pub trait AccessLock { [INFO] [stdout] | ---------- method in this trait [INFO] [stdout] 34 | /** The current number of active read locks on this object. */ [INFO] [stdout] 35 | fn write_locks(&self) -> usize; [INFO] [stdout] | ^^^^^^^^^^^ [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(dead_code)]` on by default [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 - for texture in attachments { [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 - for texture in attachments { [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: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:84:14 [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(mismatched_lifetime_syntaxes)]` on by default [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:117:16 [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] ... [INFO] [stdout] 195 | / instance_buffers! { [INFO] [stdout] 196 | | #[derive(Debug)] [INFO] [stdout] 197 | | #[doc = "A buffer type that may be used for vertex storage."] [INFO] [stdout] 198 | | pub struct VertexBuffer: glow::ARRAY_BUFFER; [INFO] [stdout] ... | [INFO] [stdout] 204 | | pub struct UniformBuffer: glow::UNIFORM_BUFFER; [INFO] [stdout] 205 | | } [INFO] [stdout] | |_- in this macro invocation [INFO] [stdout] | [INFO] [stdout] = note: this warning originates in the macro `instance_buffers` (in Nightly builds, run with -Z macro-backtrace for more info) [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:269:17 [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result { [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result, BufferRemap> { [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:350:3 [INFO] [stdout] | [INFO] [stdout] 350 | &self, [INFO] [stdout] | ^^^^^ this lifetime flows to the output [INFO] [stdout] 351 | op: BufferLoadOp) -> Result { [INFO] [stdout] | ------------- the lifetime gets resolved as `'_` [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 351 | op: BufferLoadOp) -> Result, BufferRemap> { [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [INFO] [stdout] 294 + if let Some(texture) = &fb.depth_stencil { texture.release_read() } [INFO] [stdout] | [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:84:27 [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:93:26 [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard [INFO] [stdout] | ^^^^^ --------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard<'_> [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 9.49s [INFO] running `Command { std: "docker" "inspect" "8d1bcf9ce1611167b2e2072c358e59d920e806fa5c6e26ff8e8d9f4711839fa9", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "8d1bcf9ce1611167b2e2072c358e59d920e806fa5c6e26ff8e8d9f4711839fa9", kill_on_drop: false }` [INFO] [stdout] 8d1bcf9ce1611167b2e2072c358e59d920e806fa5c6e26ff8e8d9f4711839fa9 [INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-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=forbid" "-e" "RUSTDOCFLAGS=--cap-lints=forbid" "-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@sha256:90999bfc7ae267e83380e433d8e61a7c072ca6729e92edbae886d3423b3a6f4c" "/opt/rustwide/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "test" "--frozen" "--no-run" "--message-format=json" "--target" "x86_64-unknown-linux-musl", kill_on_drop: false }` [INFO] [stdout] a1842354ba2986c795fbd3376e97e83dd66bbf7081745f2f6d7a816c267bc5ae [INFO] running `Command { std: "docker" "start" "-a" "a1842354ba2986c795fbd3376e97e83dd66bbf7081745f2f6d7a816c267bc5ae", kill_on_drop: false }` [INFO] [stdout] warning: method `write_locks` is never used [INFO] [stdout] --> src/access.rs:35:5 [INFO] [stdout] | [INFO] [stdout] 33 | pub trait AccessLock { [INFO] [stdout] | ---------- method in this trait [INFO] [stdout] 34 | /** The current number of active read locks on this object. */ [INFO] [stdout] 35 | fn write_locks(&self) -> usize; [INFO] [stdout] | ^^^^^^^^^^^ [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(dead_code)]` on by default [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 - for texture in attachments { [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 - for texture in attachments { [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: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:84:14 [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(mismatched_lifetime_syntaxes)]` on by default [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:117:16 [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] ... [INFO] [stdout] 195 | / instance_buffers! { [INFO] [stdout] 196 | | #[derive(Debug)] [INFO] [stdout] 197 | | #[doc = "A buffer type that may be used for vertex storage."] [INFO] [stdout] 198 | | pub struct VertexBuffer: glow::ARRAY_BUFFER; [INFO] [stdout] ... | [INFO] [stdout] 204 | | pub struct UniformBuffer: glow::UNIFORM_BUFFER; [INFO] [stdout] 205 | | } [INFO] [stdout] | |_- in this macro invocation [INFO] [stdout] | [INFO] [stdout] = note: this warning originates in the macro `instance_buffers` (in Nightly builds, run with -Z macro-backtrace for more info) [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:269:17 [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result { [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result, BufferRemap> { [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:350:3 [INFO] [stdout] | [INFO] [stdout] 350 | &self, [INFO] [stdout] | ^^^^^ this lifetime flows to the output [INFO] [stdout] 351 | op: BufferLoadOp) -> Result { [INFO] [stdout] | ------------- the lifetime gets resolved as `'_` [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 351 | op: BufferLoadOp) -> Result, BufferRemap> { [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [INFO] [stdout] 294 + if let Some(texture) = &fb.depth_stencil { texture.release_read() } [INFO] [stdout] | [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:84:27 [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:93:26 [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard [INFO] [stdout] | ^^^^^ --------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard<'_> [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [INFO] [stdout] 31 + if let Some(texture) = &self.depth_stencil { assert_eq!(texture.write_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: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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [INFO] [stdout] 60 + if let Some(texture) = &self.depth_stencil { texture.release_read(); } [INFO] [stdout] | [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: method `write_locks` is never used [INFO] [stdout] --> src/access.rs:35:5 [INFO] [stdout] | [INFO] [stdout] 33 | pub trait AccessLock { [INFO] [stdout] | ---------- method in this trait [INFO] [stdout] 34 | /** The current number of active read locks on this object. */ [INFO] [stdout] 35 | fn write_locks(&self) -> usize; [INFO] [stdout] | ^^^^^^^^^^^ [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(dead_code)]` on by default [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 - for texture in attachments { [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 - for texture in attachments { [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: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:84:14 [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] = note: `#[warn(mismatched_lifetime_syntaxes)]` on by default [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:117:16 [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice [INFO] [stdout] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] ... [INFO] [stdout] 195 | / instance_buffers! { [INFO] [stdout] 196 | | #[derive(Debug)] [INFO] [stdout] 197 | | #[doc = "A buffer type that may be used for vertex storage."] [INFO] [stdout] 198 | | pub struct VertexBuffer: glow::ARRAY_BUFFER; [INFO] [stdout] ... | [INFO] [stdout] 204 | | pub struct UniformBuffer: glow::UNIFORM_BUFFER; [INFO] [stdout] 205 | | } [INFO] [stdout] | |_- in this macro invocation [INFO] [stdout] | [INFO] [stdout] = note: this warning originates in the macro `instance_buffers` (in Nightly builds, run with -Z macro-backtrace for more info) [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 117 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:269:17 [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result { [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 269 | pub fn try_map(&self) -> Result, BufferRemap> { [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/buffer.rs:350:3 [INFO] [stdout] | [INFO] [stdout] 350 | &self, [INFO] [stdout] | ^^^^^ this lifetime flows to the output [INFO] [stdout] 351 | op: BufferLoadOp) -> Result { [INFO] [stdout] | ------------- the lifetime gets resolved as `'_` [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 351 | op: BufferLoadOp) -> Result, BufferRemap> { [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [INFO] [stdout] 294 + if let Some(texture) = &fb.depth_stencil { texture.release_read() } [INFO] [stdout] | [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:84:27 [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard [INFO] [stdout] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 84 | fn acquire_write_guarded(&self) -> WriteGuard<'_> [INFO] [stdout] | ++++ [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stdout] --> src/access.rs:93:26 [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard [INFO] [stdout] | ^^^^^ --------- the lifetime gets resolved as `'_` [INFO] [stdout] | | [INFO] [stdout] | this lifetime flows to the output [INFO] [stdout] | [INFO] [stdout] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stdout] | [INFO] [stdout] 93 | fn acquire_read_guarded(&self) -> ReadGuard<'_> [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 1.31s [INFO] running `Command { std: "docker" "inspect" "a1842354ba2986c795fbd3376e97e83dd66bbf7081745f2f6d7a816c267bc5ae", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "a1842354ba2986c795fbd3376e97e83dd66bbf7081745f2f6d7a816c267bc5ae", kill_on_drop: false }` [INFO] [stdout] a1842354ba2986c795fbd3376e97e83dd66bbf7081745f2f6d7a816c267bc5ae [INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-7-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=forbid" "-e" "RUSTDOCFLAGS=--cap-lints=forbid" "-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@sha256:90999bfc7ae267e83380e433d8e61a7c072ca6729e92edbae886d3423b3a6f4c" "/opt/rustwide/cargo-home/bin/cargo" "+8de4c7234dd9b97c9d76b58671343fdbbc9a433e" "test" "--frozen" "--target" "x86_64-unknown-linux-musl", kill_on_drop: false }` [INFO] [stdout] 3bd432b81d209e1b6a3541ccdf3e9d11cb633e18c5fbf4f022acdefccf4f51cc [INFO] running `Command { std: "docker" "start" "-a" "3bd432b81d209e1b6a3541ccdf3e9d11cb633e18c5fbf4f022acdefccf4f51cc", kill_on_drop: false }` [INFO] [stderr] warning: method `write_locks` is never used [INFO] [stderr] --> src/access.rs:35:5 [INFO] [stderr] | [INFO] [stderr] 33 | pub trait AccessLock { [INFO] [stderr] | ---------- method in this trait [INFO] [stderr] 34 | /** The current number of active read locks on this object. */ [INFO] [stderr] 35 | fn write_locks(&self) -> usize; [INFO] [stderr] | ^^^^^^^^^^^ [INFO] [stderr] | [INFO] [stderr] = note: `#[warn(dead_code)]` on by default [INFO] [stderr] [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 - for texture in attachments { [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 - for texture in attachments { [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: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/buffer.rs:84:14 [INFO] [stderr] | [INFO] [stderr] 84 | fn slice(&self, range: R) -> BufferSlice [INFO] [stderr] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stderr] | | [INFO] [stderr] | this lifetime flows to the output [INFO] [stderr] | [INFO] [stderr] = note: `#[warn(mismatched_lifetime_syntaxes)]` on by default [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 84 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stderr] | ++++ [INFO] [stderr] [INFO] [stderr] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/buffer.rs:117:16 [INFO] [stderr] | [INFO] [stderr] 117 | fn slice(&self, range: R) -> BufferSlice [INFO] [stderr] | ^^^^^ ----------- the lifetime gets resolved as `'_` [INFO] [stderr] | | [INFO] [stderr] | this lifetime flows to the output [INFO] [stderr] ... [INFO] [stderr] 195 | / instance_buffers! { [INFO] [stderr] 196 | | #[derive(Debug)] [INFO] [stderr] 197 | | #[doc = "A buffer type that may be used for vertex storage."] [INFO] [stderr] 198 | | pub struct VertexBuffer: glow::ARRAY_BUFFER; [INFO] [stderr] ... | [INFO] [stderr] 204 | | pub struct UniformBuffer: glow::UNIFORM_BUFFER; [INFO] [stderr] 205 | | } [INFO] [stderr] | |_- in this macro invocation [INFO] [stderr] | [INFO] [stderr] = note: this warning originates in the macro `instance_buffers` (in Nightly builds, run with -Z macro-backtrace for more info) [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 117 | fn slice(&self, range: R) -> BufferSlice<'_> [INFO] [stderr] | ++++ [INFO] [stderr] [INFO] [stderr] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/buffer.rs:269:17 [INFO] [stderr] | [INFO] [stderr] 269 | pub fn try_map(&self) -> Result { [INFO] [stderr] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stderr] | | [INFO] [stderr] | this lifetime flows to the output [INFO] [stderr] | [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 269 | pub fn try_map(&self) -> Result, BufferRemap> { [INFO] [stderr] | ++++ [INFO] [stderr] [INFO] [stderr] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/buffer.rs:350:3 [INFO] [stderr] | [INFO] [stderr] 350 | &self, [INFO] [stderr] | ^^^^^ this lifetime flows to the output [INFO] [stderr] 351 | op: BufferLoadOp) -> Result { [INFO] [stderr] | ------------- the lifetime gets resolved as `'_` [INFO] [stderr] | [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 351 | op: BufferLoadOp) -> Result, BufferRemap> { [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { texture.acquire_write() } [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { [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 - for texture in &fb.depth_stencil { texture.release_write() } [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 - for texture in &fb.depth_stencil { texture.release_write() } [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] [stdout] [INFO] [stderr] help: to check pattern in a loop use `while let` [INFO] [stdout] running 3 tests [INFO] [stderr] | [INFO] [stderr] 294 - for texture in &fb.depth_stencil { texture.release_read() } [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 - for texture in &fb.depth_stencil { texture.release_read() } [INFO] [stderr] 294 + if let Some(texture) = &fb.depth_stencil { texture.release_read() } [INFO] [stderr] | [INFO] [stderr] [INFO] [stderr] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/access.rs:84:27 [INFO] [stderr] | [INFO] [stderr] 84 | fn acquire_write_guarded(&self) -> WriteGuard [INFO] [stderr] | ^^^^^ ---------- the lifetime gets resolved as `'_` [INFO] [stderr] | | [INFO] [stderr] | this lifetime flows to the output [INFO] [stderr] | [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 84 | fn acquire_write_guarded(&self) -> WriteGuard<'_> [INFO] [stderr] | ++++ [INFO] [stderr] [INFO] [stderr] warning: lifetime flowing from input to output with different syntax can be confusing [INFO] [stderr] --> src/access.rs:93:26 [INFO] [stderr] | [INFO] [stderr] 93 | fn acquire_read_guarded(&self) -> ReadGuard [INFO] [stderr] | ^^^^^ --------- the lifetime gets resolved as `'_` [INFO] [stderr] | | [INFO] [stderr] | this lifetime flows to the output [INFO] [stderr] | [INFO] [stderr] help: one option is to remove the lifetime for references and use the anonymous lifetime for paths [INFO] [stderr] | [INFO] [stderr] 93 | fn acquire_read_guarded(&self) -> ReadGuard<'_> [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.write_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { assert_eq!(texture.read_locks(), a) } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.release_write(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.acquire_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [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 - for texture in &self.depth_stencil { texture.release_read(); } [INFO] [stderr] 60 + if let Some(texture) = &self.depth_stencil { texture.release_read(); } [INFO] [stderr] | [INFO] [stderr] [INFO] [stderr] warning: `gavle` (lib) generated 20 warnings (run `cargo fix --lib -p gavle` to apply 8 suggestions) [INFO] [stderr] warning: `gavle` (lib test) generated 20 warnings (20 duplicates) [INFO] [stderr] Finished `test` profile [unoptimized + debuginfo] target(s) in 0.05s [INFO] [stderr] Running unittests src/lib.rs (/opt/rustwide/target/x86_64-unknown-linux-musl/debug/deps/gavle-071ece2005ad47c8) [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] running `Command { std: "docker" "inspect" "3bd432b81d209e1b6a3541ccdf3e9d11cb633e18c5fbf4f022acdefccf4f51cc", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "3bd432b81d209e1b6a3541ccdf3e9d11cb633e18c5fbf4f022acdefccf4f51cc", kill_on_drop: false }` [INFO] [stdout] 3bd432b81d209e1b6a3541ccdf3e9d11cb633e18c5fbf4f022acdefccf4f51cc