diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h
index 7b810773c..21e2aa9df 100644
--- a/include/libcamera/internal/egl.h
+++ b/include/libcamera/internal/egl.h
@@ -49,14 +49,13 @@ public:
 	 * \brief Construct an eGLImage with explicit stride
 	 * \param[in] width Image width in pixels
 	 * \param[in] height Image height in pixels
-	 * \param[in] bpp Bytes per pixel
 	 * \param[in] stride Row stride in bytes
 	 * \param[in] texture_unit OpenGL texture unit
 	 * \param[in] texture_unit_uniform_id Shader uniform ID
 	 */
-	eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
+	eGLImage(uint32_t width, uint32_t height, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
 		: width_(width), height_(height), stride_(stride),
-		  framesize_(stride * height), bpp_(bpp),
+		  framesize_(stride * height),
 		  texture_unit_uniform_id_(texture_unit_uniform_id),
 		  texture_unit_(texture_unit)
 	{
@@ -81,7 +80,6 @@ public:
 	uint32_t stride_; /**< Row stride in bytes */
 	uint32_t offset_; /**< Buffer offset (reserved for future use) */
 	uint32_t framesize_; /**< Total frame size in bytes (stride * height) */
-	uint32_t bpp_; /**< Bytes per pixel */
 	uint32_t texture_unit_uniform_id_; /**< Shader uniform id for texture unit */
 	GLenum texture_unit_; /**< Texture unit associated with this image eg (GL_TEXTURE0) */
 	GLuint texture_; /**< OpenGL texture object ID */
diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp
index 1c13b72a5..9693d7252 100644
--- a/src/libcamera/software_isp/debayer_egl.cpp
+++ b/src/libcamera/software_isp/debayer_egl.cpp
@@ -597,10 +597,10 @@ int DebayerEGL::start()
 	LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits;
 
 	/* Raw bayer input as texture */
-	eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, 32, inputConfig_.stride, GL_TEXTURE0, 0);
+	eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, inputConfig_.stride, GL_TEXTURE0, 0);
 
 	/* Texture we will render to */
-	eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, 31, outputConfig_.stride, GL_TEXTURE1, 1);
+	eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1);
 
 	if (initBayerShaders(inputPixelFormat_, outputPixelFormat_))
 		return -EINVAL;
