### Tested versions

Reproducible in: 4.2.1 - RC1
Not reproducible in: 4.2

### System information

Windows 11 - Godot 4.2 - Compatibility

### Issue description

When using a GPUParticles2D in Godot 4.2.1-RC1 no particles are rendered on screen

### Steps to reproduce

Create a project using 4.2.1-RC1
Set the rending mode to Compatibility.
Create a GPUParticles2D system.
No particles are rendered.

### Minimal reproduction project (MRP)

[ParticlesTest.zip](https://github.com/godotengine/godot/files/13621559/ParticlesTest.zip)
} else {
			items[item_count++] = ci;
		}
		if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
			if (update_skeletons) {
				mesh_storage->update_mesh_instances();
				update_skeletons = false;
			}
			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr);
			
			item_count = 0;
		}
		ci = ci->next;
	}
	if (time_used) {
		RenderingServerDefault::redraw_request();
	}
	state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
	
	reset_canvas();
	state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
	state.current_instance_buffer_index = 0;
}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	canvas_begin(p_to_render_target, p_to_backbuffer);
	if (p_item_count <= 0) {
		
		return;
	}