### 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
for (int i = 0; i < p_src_buffers.size(); i++) {
		Buffer *buffer = vertex_buffer_owner.get_or_null(p_src_buffers[i]);
		
		{
			const VertexAttribute &atf = vd.vertex_formats[i];
			uint32_t element_size = get_format_vertex_size(atf.format);
			ERR_FAIL_COND_V(element_size == 0, RID()); 
			if (atf.frequency == VERTEX_FREQUENCY_VERTEX) {
				
				uint64_t total_size = uint64_t(atf.stride) * (p_vertex_count - 1) + atf.offset + element_size;
				ERR_FAIL_COND_V_MSG(total_size > buffer->size, RID(),
						"Attachment (" + itos(i) + ") will read past the end of the buffer.");
			} else {
				
				uint64_t available = buffer->size - atf.offset;
				ERR_FAIL_COND_V_MSG(available < element_size, RID(),
						"Attachment (" + itos(i) + ") uses instancing, but it's just too small.");
				uint32_t instances_allowed = available / atf.stride;
				vertex_array.max_instances_allowed = MIN(instances_allowed, vertex_array.max_instances_allowed);
			}
		}
		vertex_array.buffers.push_back(buffer->buffer);
	}
	RID id = vertex_array_owner.make_rid(vertex_array);
	for (int i = 0; i < p_src_buffers.size(); i++) {
		_add_dependency(id, p_src_buffers[i]);
	}
	return id;
}
RID RenderingDeviceVulkan::index_buffer_create(uint32_t p_index_count, IndexBufferFormat p_format, const Vector<uint8_t> &p_data, bool p_use_restart_indices) {