### 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
shader_stage.pNext = nullptr;
		shader_stage.flags = 0;
		shader_stage.stage = shader_stage_masks[stage_type[i]];
		shader_stage.module = module;
		shader_stage.pName = "main";
		shader_stage.pSpecializationInfo = nullptr;
		shader.pipeline_stages.push_back(shader_stage);
	}
	
	if (success) {
		for (int i = 0; i < set_bindings.size(); i++) {
			
			VkDescriptorSetLayoutCreateInfo layout_create_info;
			layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
			layout_create_info.pNext = nullptr;
			layout_create_info.flags = 0;
			layout_create_info.bindingCount = set_bindings[i].size();
			layout_create_info.pBindings = set_bindings[i].ptr();
			VkDescriptorSetLayout layout;
			VkResult res = vkCreateDescriptorSetLayout(device, &layout_create_info, nullptr, &layout);
			if (res) {
				error_text = "Error (" + itos(res) + ") creating descriptor set layout for set " + itos(i);
				success = false;
				break;
			}
			Shader::Set set;
			set.descriptor_set_layout = layout;
			set.uniform_info = uniform_info[i];
			
			set.uniform_info.sort();