### 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
depth_stencil_state_create_info.maxDepthBounds = p_depth_stencil_state.depth_range_max;
	
	VkPipelineColorBlendStateCreateInfo color_blend_state_create_info;
	color_blend_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
	color_blend_state_create_info.pNext = nullptr;
	color_blend_state_create_info.flags = 0;
	color_blend_state_create_info.logicOpEnable = p_blend_state.enable_logic_op;
	ERR_FAIL_INDEX_V(p_blend_state.logic_op, LOGIC_OP_MAX, RID());
	color_blend_state_create_info.logicOp = logic_operations[p_blend_state.logic_op];
	Vector<VkPipelineColorBlendAttachmentState> attachment_states;
	{
		const FramebufferPass &pass = fb_format.E->key().passes[p_for_render_pass];
		attachment_states.resize(pass.color_attachments.size());
		ERR_FAIL_COND_V(p_blend_state.attachments.size() < pass.color_attachments.size(), RID());
		for (int i = 0; i < pass.color_attachments.size(); i++) {
			VkPipelineColorBlendAttachmentState state;
			if (pass.color_attachments[i] == FramebufferPass::ATTACHMENT_UNUSED) {
				state.blendEnable = false;
				state.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.colorBlendOp = VK_BLEND_OP_ADD;
				state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.alphaBlendOp = VK_BLEND_OP_ADD;
				state.colorWriteMask = 0;
			} else {
				state.blendEnable = p_blend_state.attachments[i].enable_blend;
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].src_color_blend_factor, BLEND_FACTOR_MAX, RID());
				state.srcColorBlendFactor = blend_factors[p_blend_state.attachments[i].src_color_blend_factor];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].dst_color_blend_factor, BLEND_FACTOR_MAX, RID());