### 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
_THREAD_SAFE_METHOD_
	
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RID());
	ERR_FAIL_COND_V_MSG(shader->is_compute, RID(),
			"Compute shaders can't be used in render pipelines");
	if (p_framebuffer_format == INVALID_ID) {
		
		p_framebuffer_format = framebuffer_format_create(Vector<AttachmentFormat>());
	}
	ERR_FAIL_COND_V(!framebuffer_formats.has(p_framebuffer_format), RID());
	const FramebufferFormat &fb_format = framebuffer_formats[p_framebuffer_format];
	{ 
		ERR_FAIL_COND_V_MSG(p_for_render_pass >= uint32_t(fb_format.E->key().passes.size()), RID(), "Render pass requested for pipeline creation (" + itos(p_for_render_pass) + ") is out of bounds");
		const FramebufferPass &pass = fb_format.E->key().passes[p_for_render_pass];
		uint32_t output_mask = 0;
		for (int i = 0; i < pass.color_attachments.size(); i++) {
			if (pass.color_attachments[i] != FramebufferPass::ATTACHMENT_UNUSED) {
				output_mask |= 1 << i;
			}
		}
		ERR_FAIL_COND_V_MSG(shader->fragment_output_mask != output_mask, RID(),
				"Mismatch fragment shader output mask (" + itos(shader->fragment_output_mask) + ") and framebuffer color output mask (" + itos(output_mask) + ") when binding both in render pipeline.");
	}