### 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
VkPipelineVertexInputStateCreateInfo pipeline_vertex_input_state_create_info;
	if (p_vertex_format != INVALID_ID) {
		
		ERR_FAIL_COND_V(!vertex_formats.has(p_vertex_format), RID());
		const VertexDescriptionCache &vd = vertex_formats[p_vertex_format];
		pipeline_vertex_input_state_create_info = vd.create_info;
		
		for (uint32_t i = 0; i < 32; i++) {
			if (!(shader->vertex_input_mask & (1UL << i))) {
				continue;
			}
			bool found = false;
			for (int j = 0; j < vd.vertex_formats.size(); j++) {
				if (vd.vertex_formats[j].location == i) {
					found = true;
				}
			}
			ERR_FAIL_COND_V_MSG(!found, RID(),
					"Shader vertex input location (" + itos(i) + ") not provided in vertex input description for pipeline creation.");
		}
	} else {
		
		pipeline_vertex_input_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
		pipeline_vertex_input_state_create_info.pNext = nullptr;
		pipeline_vertex_input_state_create_info.flags = 0;
		pipeline_vertex_input_state_create_info.vertexBindingDescriptionCount = 0;
		pipeline_vertex_input_state_create_info.pVertexBindingDescriptions = nullptr;
		pipeline_vertex_input_state_create_info.vertexAttributeDescriptionCount = 0;
		pipeline_vertex_input_state_create_info.pVertexAttributeDescriptions = nullptr;