### 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)
particles_storage->particles_request_process(particles);
				if (particles_storage->particles_is_inactive(particles)) {
					break;
				}
				RenderingServerDefault::redraw_request(); 
				int dpc = particles_storage->particles_get_draw_passes(particles);
				if (dpc == 0) {
					break; 
				}
				instance_count = particles_storage->particles_get_amount(particles);
				instance_buffer = particles_storage->particles_get_gl_buffer(particles);
				instance_stride = 12; 
				instance_color_offset = 8; 
				instance_uses_color = true;
				instance_uses_custom_data = true;
				use_instancing = true;
			}
			ERR_FAIL_COND(mesh.is_null());
			uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
			for (uint32_t j = 0; j < surf_count; j++) {
				void *surface = mesh_storage->mesh_get_surface(mesh, j);
				RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
				ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
				GLuint vertex_array_gl = 0;
				GLuint index_array_gl = 0;
				uint64_t input_mask = 0; 
				if (mesh_instance.is_valid()) {
					mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
				} else {
					mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);