### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
Size2i margin;
	int scale;
	switch (rt->sdf_oversize) {
		case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
			scale = 100;
		} break;
		case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
			scale = 120;
		} break;
		case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
			scale = 150;
		} break;
		case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
			scale = 200;
		} break;
		default: {
		}
	}
	margin = (rt->size * scale / 100) - rt->size;
	Rect2i r(Vector2i(), rt->size);
	r.position -= margin;
	r.size += margin * 2;
	return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
	const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND_V(!rt, Rect2i());
	return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {