Fix XR viewport size overrule and incorrect usage of internal size #56416
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In XR we override the size of the viewport to what the XR interface requires (often a multiple of the screen resolution of the HMD device), this broke with the changes for FSR. The render target is created at the viewport resolution, not the scaled down resolution for FSR (which is calculated during _configure_3d_render_buffers, and used to create the 3D render buffers).
I've also moved the check for resizing higher in the draw_viewports loop, same fix as I applied in Godot 3, to fix issues around changing settings.