### 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
RID mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i);
		RD::get_singleton()->set_resource_name(mipmap, "Back Buffer slice mip: " + itos(i));
		rt->backbuffer_mipmaps.push_back(mipmap);
	}
}
RID TextureStorage::render_target_create() {
	RenderTarget render_target;
	render_target.was_used = false;
	render_target.clear_requested = false;
	_update_render_target(&render_target);
	return render_target_owner.make_rid(render_target);
}
void TextureStorage::render_target_free(RID p_rid) {
	RenderTarget *rt = render_target_owner.get_or_null(p_rid);
	_clear_render_target(rt);
	if (rt->texture.is_valid()) {
		Texture *tex = get_texture(rt->texture);
		tex->is_render_target = false;
		texture_free(rt->texture);
	}
	render_target_owner.free(p_rid);
}
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
	
}
Point2i TextureStorage::render_target_get_position(RID p_render_target) const {
	
	return Point2i();
}
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {