### 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
render_pass_create_info.attachmentCount = attachments.size();
	render_pass_create_info.pAttachments = attachments.ptr();
	render_pass_create_info.subpassCount = subpasses.size();
	render_pass_create_info.pSubpasses = subpasses.ptr();
	
	
	
	
	render_pass_create_info.dependencyCount = subpass_dependencies.size();
	if (subpass_dependencies.size()) {
		render_pass_create_info.pDependencies = subpass_dependencies.ptr();
	} else {
		render_pass_create_info.pDependencies = nullptr;
	}
	if (p_view_count == 1) {
		
		render_pass_create_info.correlatedViewMaskCount = 0;
		render_pass_create_info.pCorrelatedViewMasks = nullptr;
	} else {
		render_pass_create_info.correlatedViewMaskCount = 1;
		render_pass_create_info.pCorrelatedViewMasks = &correlation_mask;
	}
	Vector<uint32_t> view_masks;
	VkRenderPassMultiviewCreateInfo render_pass_multiview_create_info;
	if ((p_view_count > 1) && !context->supports_renderpass2()) {
		
		
		
		for (uint32_t i = 0; i < subpasses.size(); i++) {
			view_masks.push_back(view_mask);