### 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.
if (state.shadow_fb == RID()) {
		
		RD::get_singleton()->free(state.shadow_texture); 
		Vector<RID> fb_textures;
		{ 
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
			tf.format = RD::DATA_FORMAT_R32_SFLOAT;
			state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_texture);
		}
		{
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
			tf.format = RD::DATA_FORMAT_D32_SFLOAT;
			
			state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_depth_texture);
		}
		state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
	}
}
void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {