### 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
render_pass_begin.renderArea.offset.y = 0;
	Vector<VkClearValue> clear_values;
	clear_values.resize(framebuffer->texture_ids.size());
	int clear_values_count = 0;
	{
		int color_index = 0;
		for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
			VkClearValue clear_value;
			Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
			if (!texture) {
				color_index++;
				continue;
			}
			if (color_index < p_clear_colors.size() && texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
				ERR_FAIL_INDEX_V(color_index, p_clear_colors.size(), ERR_BUG); 
				Color clear_color = p_clear_colors[color_index];
				clear_value.color.float32[0] = clear_color.r;
				clear_value.color.float32[1] = clear_color.g;
				clear_value.color.float32[2] = clear_color.b;
				clear_value.color.float32[3] = clear_color.a;
				color_index++;
			} else if (texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
				clear_value.depthStencil.depth = p_clear_depth;
				clear_value.depthStencil.stencil = p_clear_stencil;
			} else {
				clear_value.color.float32[0] = 0;
				clear_value.color.float32[1] = 0;
				clear_value.color.float32[2] = 0;
				clear_value.color.float32[3] = 0;
			}