### Godot version

On top of 4.0 branch. https://github.com/godotengine/godot/commit/fd5dc25240c1537d90b80507683f78bcf574f547

### System information

Mac Mini, Apple Silicon on Firefox

### Issue description

Error message in log.

```
e[1;31mERROR:e[0;91m vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:0'.
e[0;90m   at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6394)e[0m
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64_SFLOAT is not supported for vertex buffers on this device.
```

### Steps to reproduce

Launching my project.

### Minimal reproduction project

I think it happens on all mac projects, but checking now.
}
		}
		u.append_id(screen);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.binding = 7;
		RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
		u.append_id(sdf);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		u.binding = 9;
		u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
		uniforms.push_back(u);
	}
	uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
	if (p_backbuffer) {
		texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
	} else {
		texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
	}
	return uniform_set;
}
void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {