### 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(p_image.is_null() || p_image->is_empty());
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!tex);
	ERR_FAIL_COND(tex->is_render_target);
	ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height);
	ERR_FAIL_COND(p_image->get_format() != tex->format);
	if (tex->type == TextureStorage::TYPE_LAYERED) {
		ERR_FAIL_INDEX(p_layer, tex->layers);
	}
#ifdef TOOLS_ENABLED
	tex->image_cache_2d.unref();
#endif
	TextureToRDFormat f;
	Ref<Image> validated = _validate_texture_format(p_image, f);
	RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
}
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {