### 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
{
				Texture::BufferSlice3D slice;
				slice.size.width = images[i]->get_width();
				slice.size.height = images[i]->get_height();
				slice.offset = offset;
				slice.buffer_size = s;
				slices.push_back(slice);
			}
			offset += s;
			Size2i img_size(images[i]->get_width(), images[i]->get_height());
			if (img_size != prev_size) {
				mipmap_count++;
			}
			prev_size = img_size;
		}
	}
	Texture texture;
	texture.type = TextureStorage::TYPE_3D;
	texture.width = p_width;
	texture.height = p_height;
	texture.depth = p_depth;
	texture.mipmaps = mipmap_count;
	texture.format = p_data[0]->get_format();
	texture.validated_format = validated_format;
	texture.buffer_size_3d = all_data.size();
	texture.buffer_slices_3d = slices;
	texture.rd_type = RD::TEXTURE_TYPE_3D;
	texture.rd_format = ret_format.format;
	texture.rd_format_srgb = ret_format.format_srgb;
	RD::TextureFormat rd_format;