### 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
if (rt->color_multisample.is_valid()) {
		RD::get_singleton()->free(rt->color_multisample);
	}
	if (rt->backbuffer.is_valid()) {
		RD::get_singleton()->free(rt->backbuffer);
		rt->backbuffer = RID();
		rt->backbuffer_mipmaps.clear();
		rt->backbuffer_uniform_set = RID(); 
	}
	_render_target_clear_sdf(rt);
	rt->color = RID();
	rt->color_multisample = RID();
	if (rt->texture.is_valid()) {
		Texture *tex = get_texture(rt->texture);
		tex->render_target = nullptr;
	}
}
void TextureStorage::_update_render_target(RenderTarget *rt) {
	if (rt->texture.is_null()) {
		
		rt->texture = texture_allocate();
		texture_2d_placeholder_initialize(rt->texture);
		Texture *tex = get_texture(rt->texture);
		tex->is_render_target = true;
	}
	_clear_render_target(rt);
	if (rt->size.width == 0 || rt->size.height == 0) {
		return;
	}
	if (rt->use_hdr) {