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-rw-r--r--src/video_core/renderer_opengl/gl_buffer_cache.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_buffer_cache.cpp b/src/video_core/renderer_opengl/gl_buffer_cache.cpp
index bd2b30e77..b3062e5ba 100644
--- a/src/video_core/renderer_opengl/gl_buffer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_buffer_cache.cpp
@@ -19,7 +19,8 @@ OGLBufferCache::OGLBufferCache(RasterizerOpenGL& rasterizer, std::size_t size)
GLintptr OGLBufferCache::UploadMemory(Tegra::GPUVAddr gpu_addr, std::size_t size,
std::size_t alignment, bool cache) {
auto& memory_manager = Core::System::GetInstance().GPU().MemoryManager();
- const std::optional<VAddr> cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr)};
+ const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr)};
+ ASSERT_MSG(cpu_addr, "Invalid GPU address");
// Cache management is a big overhead, so only cache entries with a given size.
// TODO: Figure out which size is the best for given games.