### 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
}
		vkCmdExecuteCommands(frames[frame].draw_command_buffer, draw_list_count, command_buffers);
		memdelete_arr(draw_list);
		draw_list = nullptr;
	} else {
		if (r_last_viewport) {
			*r_last_viewport = draw_list->viewport;
		}
		
		memdelete(draw_list);
		draw_list = nullptr;
	}
	
	_THREAD_SAFE_UNLOCK_
}
void RenderingDeviceVulkan::draw_list_end(BitField<BarrierMask> p_post_barrier) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_MSG(!draw_list, "Immediate draw list is already inactive.");
	_draw_list_free();
	vkCmdEndRenderPass(frames[frame].draw_command_buffer);
	for (int i = 0; i < draw_list_bound_textures.size(); i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_bound_textures[i]);
		ERR_CONTINUE(!texture); 
		if (draw_list_unbind_color_textures && (texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
			texture->bound = false;
		}
		if (draw_list_unbind_depth_textures && (texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
			texture->bound = false;
		}
	}