### 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)
state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
				state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
				state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
				state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
				state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
				state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
				state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
				state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
				state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
				state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
				state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
				state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
				if (np->draw_center) {
					state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
				}
				state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
				state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
				state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
				state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
				_add_to_batch(r_index, r_batch_broken);
				
				state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
				state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
			} break;
			case Item::Command::TYPE_POLYGON: {
				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
				
				_new_batch(r_batch_broken);
				state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
				state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;