further improve sparse texture shader typing

this handles the multisample-array mismatch

Affects:
KHR-GL46.sparse_texture2_tests.UncommittedRegionsAccess

Change-Id: I45a8fd3ab576fb833100d2fbea36936e279a1bb5
diff --git a/external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp b/external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp
index 9ac1a3e..b755eda 100644
--- a/external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp
+++ b/external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp
@@ -1108,7 +1108,7 @@
 				{
 					gl.useProgram(program.getProgram());
 					GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");
-					gl.bindImageTexture(0 /* unit */, texture, level /* level */, GL_FALSE /* layered */, 0 /* layer */,
+					gl.bindImageTexture(0 /* unit */, texture, level /* level */, depth > 1 /* layered */, 0 /* layer */,
 										GL_WRITE_ONLY, format);
 					GLU_EXPECT_NO_ERROR(gl.getError(), "glBindImageTexture");
 					gl.uniform1i(1, 0 /* image_unit */);
diff --git a/external/openglcts/modules/gl/gl4cSparseTextureTests.cpp b/external/openglcts/modules/gl/gl4cSparseTextureTests.cpp
index 507a3c5..4617490 100644
--- a/external/openglcts/modules/gl/gl4cSparseTextureTests.cpp
+++ b/external/openglcts/modules/gl/gl4cSparseTextureTests.cpp
@@ -160,7 +160,7 @@
 
 	if (target == GL_TEXTURE_3D)
 		depth = state.depth / (int)pow(2, level);
-	else if (target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY)
+	else if (target == GL_TEXTURE_1D_ARRAY || target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY || target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
 		depth = state.depth;
 	else
 		depth = 1;