### Godot version

4.0rc1 gl_compatibility only.

### System information

Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility

### Issue description

Assigning a `CanvasItemMatrial` with `blend_mode = BLEND_MODE_SUB` in opengl causes the entire editor to turn black and break, even if later unassigned.

In case it matters, I'm using Single Window Mode in the editor.

### Steps to reproduce

1. Open the attached Project. Make sure it is using **Compatibility** on the top right.
2. On the root "Level" node, click the `Use Standard` checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
3. Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
4. Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
5. Close the editor.

If you edit the script and try other blend_mode values, this issue does not happen.

### Minimal reproduction project

[black_screen_test.zip](https://github.com/godotengine/godot/files/10689627/black_screen_test.zip)

OccluderPolygon occluder;
	return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
	OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
	ERR_FAIL_COND(!oc);
	Vector<Vector2> lines;
	if (p_points.size()) {
		int lc = p_points.size() * 2;
		lines.resize(lc - (p_closed ? 0 : 2));
		{
			Vector2 *w = lines.ptrw();
			const Vector2 *r = p_points.ptr();
			int max = lc / 2;
			if (!p_closed) {
				max--;
			}
			for (int i = 0; i < max; i++) {
				Vector2 a = r[i];
				Vector2 b = r[(i + 1) % (lc / 2)];
				w[i * 2 + 0] = a;