### 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
ERR_FAIL_COND_V_MSG(shader->vertex_input_mask != 0, RID(),
				"Shader contains vertex inputs, but no vertex input description was provided for pipeline creation.");
	}
	
	ERR_FAIL_INDEX_V(p_render_primitive, RENDER_PRIMITIVE_MAX, RID());
	VkPipelineInputAssemblyStateCreateInfo input_assembly_create_info;
	input_assembly_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
	input_assembly_create_info.pNext = nullptr;
	input_assembly_create_info.flags = 0;
	static const VkPrimitiveTopology topology_list[RENDER_PRIMITIVE_MAX] = {
		VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
		VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
		VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
	};
	input_assembly_create_info.topology = topology_list[p_render_primitive];
	input_assembly_create_info.primitiveRestartEnable = (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX);
	
	VkPipelineTessellationStateCreateInfo tessellation_create_info;
	tessellation_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO;
	tessellation_create_info.pNext = nullptr;
	tessellation_create_info.flags = 0;
	ERR_FAIL_COND_V(limits.maxTessellationPatchSize > 0 && (p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > limits.maxTessellationPatchSize), RID());