### 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
p_initial_color_action = INITIAL_ACTION_KEEP;
		}
		if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
			needs_clear_depth = true;
			p_initial_depth_action = INITIAL_ACTION_KEEP;
		}
	}
	if (p_initial_color_action == INITIAL_ACTION_CLEAR || needs_clear_color) { 
		int color_count = 0;
		for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
			Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
			if (!texture || !(texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
				color_count++;
			}
		}
		ERR_FAIL_COND_V_MSG(p_clear_color_values.size() != color_count, ERR_INVALID_PARAMETER,
				"Clear color values supplied (" + itos(p_clear_color_values.size()) + ") differ from the amount required for framebuffer (" + itos(color_count) + ").");
	}
	VkFramebuffer vkframebuffer;
	VkRenderPass render_pass;
	Error err = _draw_list_setup_framebuffer(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, &vkframebuffer, &render_pass, &draw_list_subpass_count);
	ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
	VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer;
	err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures);
	if (err != OK) {
		return ERR_CANT_CREATE;
	}
	draw_list_current_subpass = 0;
#ifdef DEBUG_ENABLED
	draw_list_framebuffer_format = framebuffer->format_id;