### 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
}
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); 
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
	
	int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2);
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]);
	RD::get_singleton()->compute_list_add_barrier(compute_list);
	bool swap = false;
	
	while (stride > 0) {
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
		push_constant.stride = stride;
		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
		stride /= 2;
		swap = !swap;
		RD::get_singleton()->compute_list_add_barrier(compute_list);
	}
	
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
	RD::get_singleton()->compute_list_end();
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {