diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h
index 1e31d490b..9edc28ea4 100644
--- a/include/libcamera/internal/egl.h
+++ b/include/libcamera/internal/egl.h
@@ -107,7 +107,7 @@ public:
 
 	int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
 	int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
-	void createTexture2D(eGLImage &eglImage, void *data);
+	void createTexture2D(eGLImage &eglImage, void *data, GLint filter);
 	void updateTexture2D(eGLImage &eglImage, void *data);
 	void createOutputTexture2D(eGLImage &eglImage);
 
diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp
index 7ec7a654d..53390f370 100644
--- a/src/libcamera/egl.cpp
+++ b/src/libcamera/egl.cpp
@@ -275,13 +275,14 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
  * \brief Create a 2D texture from a memory buffer
  * \param[in,out] eglImage EGL image to associate with the texture
  * \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
+ * \param[in] filter GL texture filter setting
  *
  * Creates a 2D texture from a CPU-accessible memory buffer. The texture
- * is configured with nearest filtering and clamp-to-edge wrapping. This
+ * is configured the specified filtering and clamp-to-edge wrapping. This
  * is useful for uploading static data like lookup tables or uniform color
  * matrices to the GPU.
  */
-void eGL::createTexture2D(eGLImage &eglImage, void *data)
+void eGL::createTexture2D(eGLImage &eglImage, void *data, GLint filter)
 {
 	ASSERT(tid_ == Thread::currentId());
 
@@ -291,8 +292,8 @@ void eGL::createTexture2D(eGLImage &eglImage, void *data)
 	glTexImage2D(GL_TEXTURE_2D, 0, eglImage.format_, eglImage.width_, eglImage.height_, 0, eglImage.format_, GL_UNSIGNED_BYTE, data);
 
 	// Nearest filtering
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
 
 	// Wrap to edge to avoid edge artifacts
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -369,7 +370,7 @@ void eGL::updateTexture2D(eGLImage &eglImage, void *data)
  */
 void eGL::createOutputTexture2D(eGLImage &eglImage)
 {
-	createTexture2D(eglImage, NULL);
+	createTexture2D(eglImage, NULL, GL_NEAREST);
 	attachTextureToFBO(eglImage);
 }
 
diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp
index 02651fe87..7e08cae71 100644
--- a/src/libcamera/software_isp/debayer_egl.cpp
+++ b/src/libcamera/software_isp/debayer_egl.cpp
@@ -549,7 +549,7 @@ eGLImage *DebayerEGL::getCachedInputFrameBuffer(FrameBuffer *input, std::optiona
 		return nullptr;
 	}
 	if (cache_miss)
-		egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data());
+		egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data(), GL_NEAREST);
 	else
 		egl_.updateTexture2D(*eglImageIn, inMapped->value().planes()[0].data());
 
