[INFO] fetching crate gavle 0.1.1... [INFO] checking gavle-0.1.1 against try#c387b04bf028733cd561d62128c8a5eee4bc1458+rustflags=-Dtail_expr_drop_order for pr-130930 [INFO] extracting crate gavle 0.1.1 into /workspace/builds/worker-4-tc2/source [INFO] validating manifest of crates.io crate gavle 0.1.1 on toolchain c387b04bf028733cd561d62128c8a5eee4bc1458 [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+c387b04bf028733cd561d62128c8a5eee4bc1458" "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-4-tc2/source/Cargo.toml [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+c387b04bf028733cd561d62128c8a5eee4bc1458" "generate-lockfile" "--manifest-path" "Cargo.toml", kill_on_drop: false }` [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: v0.14.1) [INFO] [stderr] Adding image v0.23.14 (available: v0.25.2) [INFO] [stderr] Adding num-rational v0.3.2 (available: v0.4.2) [INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+c387b04bf028733cd561d62128c8a5eee4bc1458" "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] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-4-tc2/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-4-tc2/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@sha256:6252d7ea7fb8caaf7af6d800c5fb250a9cd862b9a7f9508afb3c54fa7fe1102e" "/opt/rustwide/cargo-home/bin/cargo" "+c387b04bf028733cd561d62128c8a5eee4bc1458" "metadata" "--no-deps" "--format-version=1", kill_on_drop: false }` [INFO] [stdout] 13d6c1b17d8560049d28c273b14538f86e9427ff4be1a5dc8696ecfc9a028e55 [INFO] running `Command { std: "docker" "start" "-a" "13d6c1b17d8560049d28c273b14538f86e9427ff4be1a5dc8696ecfc9a028e55", kill_on_drop: false }` [INFO] running `Command { std: "docker" "inspect" "13d6c1b17d8560049d28c273b14538f86e9427ff4be1a5dc8696ecfc9a028e55", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "13d6c1b17d8560049d28c273b14538f86e9427ff4be1a5dc8696ecfc9a028e55", kill_on_drop: false }` [INFO] [stdout] 13d6c1b17d8560049d28c273b14538f86e9427ff4be1a5dc8696ecfc9a028e55 [INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-4-tc2/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-4-tc2/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 -Dtail_expr_drop_order" "-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@sha256:6252d7ea7fb8caaf7af6d800c5fb250a9cd862b9a7f9508afb3c54fa7fe1102e" "/opt/rustwide/cargo-home/bin/cargo" "+c387b04bf028733cd561d62128c8a5eee4bc1458" "check" "--frozen" "--all" "--all-targets" "--message-format=json", kill_on_drop: false }` [INFO] [stdout] ba1239f4ec32920ce91d7a3be05fb66279829f0367e24fc303c86b9ca291b773 [INFO] running `Command { std: "docker" "start" "-a" "ba1239f4ec32920ce91d7a3be05fb66279829f0367e24fc303c86b9ca291b773", kill_on_drop: false }` [INFO] [stderr] Checking arrayvec v0.6.1 [INFO] [stderr] Checking tinyvec v1.8.0 [INFO] [stderr] Checking glow v0.11.2 [INFO] [stderr] Checking generational-arena v0.2.9 [INFO] [stderr] Compiling thiserror-impl v1.0.64 [INFO] [stderr] Checking thiserror v1.0.64 [INFO] [stderr] Checking 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/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: 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: 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] [stdout] warning: 13 warnings emitted [INFO] [stdout] [INFO] [stdout] [INFO] [stdout] warning: 13 warnings emitted [INFO] [stdout] [INFO] [stdout] [INFO] [stderr] Finished `dev` profile [unoptimized + debuginfo] target(s) in 3.33s [INFO] running `Command { std: "docker" "inspect" "ba1239f4ec32920ce91d7a3be05fb66279829f0367e24fc303c86b9ca291b773", kill_on_drop: false }` [INFO] running `Command { std: "docker" "rm" "-f" "ba1239f4ec32920ce91d7a3be05fb66279829f0367e24fc303c86b9ca291b773", kill_on_drop: false }` [INFO] [stdout] ba1239f4ec32920ce91d7a3be05fb66279829f0367e24fc303c86b9ca291b773