### 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
ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid());
	if (rt->sdf_buffer_read.is_valid()) {
		RD::get_singleton()->free(rt->sdf_buffer_read);
		rt->sdf_buffer_read = RID();
	}
	Size2i size = _render_target_get_sdf_rect(rt).size;
	RD::TextureFormat tformat;
	tformat.format = RD::DATA_FORMAT_R8_UNORM;
	tformat.width = size.width;
	tformat.height = size.height;
	tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
	tformat.texture_type = RD::TEXTURE_TYPE_2D;
	rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView());
	{
		Vector<RID> write_fb;
		write_fb.push_back(rt->sdf_buffer_write);
		rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb);
	}
	int scale;
	switch (rt->sdf_scale) {
		case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
			scale = 100;
		} break;
		case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {