### 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.
oc->sdf_index_array = RID();
		oc->sdf_index_buffer = RID();
		oc->sdf_index_count = sdf_indices.size();
		oc->sdf_point_count = p_points.size();
		oc->sdf_is_lines = false;
	}
	if (sdf_indices.size()) {
		if (oc->sdf_vertex_array.is_null()) {
			
			
			oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
			oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
			oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
			Vector<RID> buffer;
			buffer.push_back(oc->sdf_vertex_buffer);
			oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
			
		} else {
			
			RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
			RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
		}
	}
}
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
	OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
	ERR_FAIL_NULL(oc);
	oc->cull_mode = p_mode;
}
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {