### 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(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_COND(!compute_list);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_x_threads == 0, "Dispatch amount of X compute threads (" + itos(p_x_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_y_threads == 0, "Dispatch amount of Y compute threads (" + itos(p_y_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_z_threads == 0, "Dispatch amount of Z compute threads (" + itos(p_z_threads) + ") is zero.");
#endif
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
	if (cl->validation.pipeline_push_constant_size > 0) {
		
		ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
				"The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
	}
#endif
	compute_list_dispatch(p_list, (p_x_threads - 1) / cl->state.local_group_size[0] + 1, (p_y_threads - 1) / cl->state.local_group_size[1] + 1, (p_z_threads - 1) / cl->state.local_group_size[2] + 1);
}
void RenderingDeviceVulkan::compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) {