[INFO] fetching crate gavle 0.1.1...
[INFO] checking gavle-0.1.1 against master#a26e97be8826d408309fffbd8168362365719f50 for pr-136776
[INFO] extracting crate gavle 0.1.1 into /workspace/builds/worker-5-tc1/source
[INFO] validating manifest of crates.io crate gavle 0.1.1 on toolchain a26e97be8826d408309fffbd8168362365719f50
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+a26e97be8826d408309fffbd8168362365719f50" "metadata" "--manifest-path" "Cargo.toml" "--no-deps", kill_on_drop: false }`
[INFO] started tweaking crates.io crate gavle 0.1.1
[INFO] finished tweaking crates.io crate gavle 0.1.1
[INFO] tweaked toml for crates.io crate gavle 0.1.1 written to /workspace/builds/worker-5-tc1/source/Cargo.toml
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+a26e97be8826d408309fffbd8168362365719f50" "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: v2.8.0)
[INFO] [stderr]       Adding glow v0.11.2 (available: v0.16.0)
[INFO] [stderr]       Adding image v0.23.14 (available: v0.25.5)
[INFO] [stderr]       Adding thiserror v1.0.69 (available: v2.0.11)
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+a26e97be8826d408309fffbd8168362365719f50" "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] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:3959728d45483eb673ba100a951a6b9f5012970368db2a9e08e0ac9b67c8a5ad" "/opt/rustwide/cargo-home/bin/cargo" "+a26e97be8826d408309fffbd8168362365719f50" "metadata" "--no-deps" "--format-version=1", kill_on_drop: false }`
[INFO] [stdout] 835c34874cde15f42e699b3e76ee131815bf280886c817f9b2dabbb03cfd8390
[INFO] running `Command { std: "docker" "start" "-a" "835c34874cde15f42e699b3e76ee131815bf280886c817f9b2dabbb03cfd8390", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "inspect" "835c34874cde15f42e699b3e76ee131815bf280886c817f9b2dabbb03cfd8390", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "835c34874cde15f42e699b3e76ee131815bf280886c817f9b2dabbb03cfd8390", kill_on_drop: false }`
[INFO] [stdout] 835c34874cde15f42e699b3e76ee131815bf280886c817f9b2dabbb03cfd8390
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-5-tc1/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=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@sha256:3959728d45483eb673ba100a951a6b9f5012970368db2a9e08e0ac9b67c8a5ad" "/opt/rustwide/cargo-home/bin/cargo" "+a26e97be8826d408309fffbd8168362365719f50" "check" "--frozen" "--all" "--all-targets" "--message-format=json", kill_on_drop: false }`
[INFO] [stdout] 55ab68d27924ed1485990b22a690b16c65ad2ba9067d06baa8798d94a54bda65
[INFO] running `Command { std: "docker" "start" "-a" "55ab68d27924ed1485990b22a690b16c65ad2ba9067d06baa8798d94a54bda65", kill_on_drop: false }`
[INFO] [stderr]    Compiling proc-macro2 v1.0.93
[INFO] [stderr]    Compiling unicode-ident v1.0.16
[INFO] [stderr]    Compiling thiserror v1.0.69
[INFO] [stderr]     Checking cfg-if v1.0.0
[INFO] [stderr]     Checking bitflags v1.3.2
[INFO] [stderr]     Checking smallvec v1.13.2
[INFO] [stderr]     Checking tinyvec v1.8.1
[INFO] [stderr]     Checking glow v0.11.2
[INFO] [stderr]     Checking log v0.4.25
[INFO] [stderr]     Checking arrayvec v0.6.1
[INFO] [stderr]     Checking generational-arena v0.2.9
[INFO] [stderr]    Compiling quote v1.0.38
[INFO] [stderr]    Compiling syn v2.0.98
[INFO] [stderr]    Compiling thiserror-impl v1.0.69
[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/framebuffer.rs:45:18
[INFO] [stdout]    |
[INFO] [stdout] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:50:18
[INFO] [stdout]    |
[INFO] [stdout] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:55:18
[INFO] [stdout]    |
[INFO] [stdout] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:60:18
[INFO] [stdout]    |
[INFO] [stdout] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/lib.rs:402:19
[INFO] [stdout]     |
[INFO] [stdout] 402 |             for texture in attachments {
[INFO] [stdout]     |                            ^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: `#[warn(for_loops_over_fallibles)]` on by default
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 402 |             while let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 402 |             if let Some(texture) = attachments {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:954:48
[INFO] [stdout]     |
[INFO] [stdout] 954 |             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout]     |                                                         ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::VertexShader` does not implement `Clone`, so calling `clone` on `&shader::VertexShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout]     = note: `#[warn(noop_method_call)]` on by default
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 954 -             let vertex_shader = descriptor.vertex.shader.clone();
[INFO] [stdout] 954 +             let vertex_shader = descriptor.vertex.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::VertexShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: call to `.clone()` on a reference in this situation does nothing
[INFO] [stdout]    --> src/lib.rs:959:49
[INFO] [stdout]     |
[INFO] [stdout] 959 |                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout]     |                                                                ^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: the type `shader::FragmentShader` does not implement `Clone`, so calling `clone` on `&shader::FragmentShader` copies the reference, which does not do anything and can be removed
[INFO] [stdout] help: remove this redundant call
[INFO] [stdout]     |
[INFO] [stdout] 959 -                     let fragment_shader = fragment_state.shader.clone();
[INFO] [stdout] 959 +                     let fragment_shader = fragment_state.shader;
[INFO] [stdout]     |
[INFO] [stdout] help: if you meant to clone `shader::FragmentShader`, implement `Clone` for it
[INFO] [stdout]    --> src/shader.rs:61:3
[INFO] [stdout]     |
[INFO] [stdout] 61  +         #[derive(Clone)]
[INFO] [stdout] 62  |         pub struct $name {
[INFO] [stdout]     |
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:254:19
[INFO] [stdout]     |
[INFO] [stdout] 254 |             for texture in &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 254 |             while let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 254 |             if let Some(texture) = &fb.depth_stencil { texture.acquire_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:256:19
[INFO] [stdout]     |
[INFO] [stdout] 256 |             for texture in &fb.depth_stencil {
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 256 |             while let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 256 |             if let Some(texture) = &fb.depth_stencil {
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:292:19
[INFO] [stdout]     |
[INFO] [stdout] 292 |             for texture in &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 292 |             while let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 292 |             if let Some(texture) = &fb.depth_stencil { texture.release_write() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]    --> src/pipeline.rs:294:19
[INFO] [stdout]     |
[INFO] [stdout] 294 |             for texture in &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |                            ^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]     |
[INFO] [stdout] 294 |             while let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]     |
[INFO] [stdout] 294 |             if let Some(texture) = &fb.depth_stencil { texture.release_read() }
[INFO] [stdout]     |             ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:31:18
[INFO] [stdout]    |
[INFO] [stdout] 31 |         for texture in &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 31 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 31 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.write_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:38:18
[INFO] [stdout]    |
[INFO] [stdout] 38 |         for texture in &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 38 |         while let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 38 |         if let Some(texture) = &self.depth_stencil     { assert_eq!(texture.read_locks(), a) }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:45:18
[INFO] [stdout]    |
[INFO] [stdout] 45 |         for texture in &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 45 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 45 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:50:18
[INFO] [stdout]    |
[INFO] [stdout] 50 |         for texture in &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 50 |         while let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 50 |         if let Some(texture) = &self.depth_stencil     { texture.release_write(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:55:18
[INFO] [stdout]    |
[INFO] [stdout] 55 |         for texture in &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 55 |         while let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 55 |         if let Some(texture) = &self.depth_stencil     { texture.acquire_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] warning: for loop over a `&Option`. This is more readably written as an `if let` statement
[INFO] [stdout]   --> src/framebuffer.rs:60:18
[INFO] [stdout]    |
[INFO] [stdout] 60 |         for texture in &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |                        ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]    |
[INFO] [stdout] help: to check pattern in a loop use `while let`
[INFO] [stdout]    |
[INFO] [stdout] 60 |         while let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~~~~       ~~~
[INFO] [stdout] help: consider using `if let` to clear intent
[INFO] [stdout]    |
[INFO] [stdout] 60 |         if let Some(texture) = &self.depth_stencil     { texture.release_read(); }
[INFO] [stdout]    |         ~~~~~~~~~~~~       ~~~
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stderr]     Finished `dev` profile [unoptimized + debuginfo] target(s) in 5.75s
[INFO] running `Command { std: "docker" "inspect" "55ab68d27924ed1485990b22a690b16c65ad2ba9067d06baa8798d94a54bda65", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "55ab68d27924ed1485990b22a690b16c65ad2ba9067d06baa8798d94a54bda65", kill_on_drop: false }`
[INFO] [stdout] 55ab68d27924ed1485990b22a690b16c65ad2ba9067d06baa8798d94a54bda65
