### 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
const VkStencilOp RenderingDeviceVulkan::stencil_operations[RenderingDevice::STENCIL_OP_MAX] = {
	VK_STENCIL_OP_KEEP,
	VK_STENCIL_OP_ZERO,
	VK_STENCIL_OP_REPLACE,
	VK_STENCIL_OP_INCREMENT_AND_CLAMP,
	VK_STENCIL_OP_DECREMENT_AND_CLAMP,
	VK_STENCIL_OP_INVERT,
	VK_STENCIL_OP_INCREMENT_AND_WRAP,
	VK_STENCIL_OP_DECREMENT_AND_WRAP
};
const VkSampleCountFlagBits RenderingDeviceVulkan::rasterization_sample_count[RenderingDevice::TEXTURE_SAMPLES_MAX] = {
	VK_SAMPLE_COUNT_1_BIT,
	VK_SAMPLE_COUNT_2_BIT,
	VK_SAMPLE_COUNT_4_BIT,
	VK_SAMPLE_COUNT_8_BIT,
	VK_SAMPLE_COUNT_16_BIT,
	VK_SAMPLE_COUNT_32_BIT,
	VK_SAMPLE_COUNT_64_BIT,
};
const VkLogicOp RenderingDeviceVulkan::logic_operations[RenderingDevice::LOGIC_OP_MAX] = {
	VK_LOGIC_OP_CLEAR,
	VK_LOGIC_OP_AND,
	VK_LOGIC_OP_AND_REVERSE,
	VK_LOGIC_OP_COPY,
	VK_LOGIC_OP_AND_INVERTED,
	VK_LOGIC_OP_NO_OP,
	VK_LOGIC_OP_XOR,
	VK_LOGIC_OP_OR,
	VK_LOGIC_OP_NOR,
	VK_LOGIC_OP_EQUIVALENT,