### 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_2d_update(p_texture, p_image, p_layer, false);
}
void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!tex);
	ERR_FAIL_COND(tex->type != TextureStorage::TYPE_3D);
	Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
	if (verr != Image::VALIDATE_3D_OK) {
		ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
	}
	Vector<uint8_t> all_data;
	{
		Vector<Ref<Image>> images;
		uint32_t all_data_size = 0;
		images.resize(p_data.size());
		for (int i = 0; i < p_data.size(); i++) {
			Ref<Image> image = p_data[i];
			if (image->get_format() != tex->validated_format) {
				image = image->duplicate();