### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
VkPushConstantRange push_constant_range;
		if (push_constant.size) {
			push_constant_range.stageFlags = push_constant.vk_stages_mask;
			push_constant_range.offset = 0;
			push_constant_range.size = push_constant.size;
			pipeline_layout_create_info.pushConstantRangeCount = 1;
			pipeline_layout_create_info.pPushConstantRanges = &push_constant_range;
		} else {
			pipeline_layout_create_info.pushConstantRangeCount = 0;
			pipeline_layout_create_info.pPushConstantRanges = nullptr;
		}
		VkResult err = vkCreatePipelineLayout(device, &pipeline_layout_create_info, nullptr, &shader.pipeline_layout);
		if (err) {
			error_text = "Error (" + itos(err) + ") creating pipeline layout.";
			success = false;
		}
	}
	if (!success) {
		
		for (int i = 0; i < shader.pipeline_stages.size(); i++) {
			vkDestroyShaderModule(device, shader.pipeline_stages[i].module, nullptr);
		}
		for (int i = 0; i < shader.sets.size(); i++) {
			vkDestroyDescriptorSetLayout(device, shader.sets[i].descriptor_set_layout, nullptr);
		}
		ERR_FAIL_V_MSG(RID(), error_text);
	}
	RID id = shader_owner.make_rid(shader);