/* Use the decompress function on the texture, one block per thread. */
ctx->tex_data = gbc->buffer;
avctx->execute2(avctx, decompress_texture_thread, frame, NULL, ctx->slice_count);
- } else if (!ctx->paletted && ctx->bpp == 4) {
+ } else if (!ctx->paletted && ctx->bpp == 4 && avctx->pix_fmt == AV_PIX_FMT_PAL8) {
uint8_t *dst = frame->data[0];
int x, y, i;