### 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
if (!RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) {
			tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
		}
		Vector<uint8_t> pv;
		pv.resize(4 * 4);
		for (int i = 0; i < 4 * 4; i++) {
			pv.set(i, 0);
		}
		{
			Vector<Vector<uint8_t>> vpv;
			vpv.push_back(pv);
			default_rd_textures[DEFAULT_RD_TEXTURE_VRS] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
		}
	}
	{
		Vector<String> sdf_modes;
		sdf_modes.push_back("\n#define MODE_LOAD\n");
		sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n");
		sdf_modes.push_back("\n#define MODE_PROCESS\n");
		sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n");
		sdf_modes.push_back("\n#define MODE_STORE\n");
		sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n");
		rt_sdf.shader.initialize(sdf_modes);
		rt_sdf.shader_version = rt_sdf.shader.version_create();
		for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) {
			rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
		}
	}
}
TextureStorage::~TextureStorage() {