### 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.
world_backup[j] = push_constant.world[j];
				}
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
					mesh = m->mesh;
					mesh_instance = m->mesh_instance;
					texture = m->texture;
					modulate = m->modulate;
					_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
				} else if (c->type == Item::Command::TYPE_MULTIMESH) {
					const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
					RID multimesh = mm->multimesh;
					mesh = mesh_storage->multimesh_get_mesh(multimesh);
					texture = mm->texture;
					if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
						break;
					}
					instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
					if (instance_count == 0) {
						break;
					}
					RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= 1; 
					if (mesh_storage->multimesh_uses_colors(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					}
					if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					}