### 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
const uint32_t view_mask = (1 << p_view_count) - 1;
	const uint32_t correlation_mask = (1 << p_view_count) - 1;
	Vector<VkAttachmentDescription2KHR> attachments;
	Vector<int> attachment_remap;
	for (int i = 0; i < p_attachments.size(); i++) {
		if (p_attachments[i].usage_flags == AttachmentFormat::UNUSED_ATTACHMENT) {
			attachment_remap.push_back(VK_ATTACHMENT_UNUSED);
			continue;
		}
		ERR_FAIL_INDEX_V(p_attachments[i].format, DATA_FORMAT_MAX, VK_NULL_HANDLE);
		ERR_FAIL_INDEX_V(p_attachments[i].samples, TEXTURE_SAMPLES_MAX, VK_NULL_HANDLE);
		ERR_FAIL_COND_V_MSG(!(p_attachments[i].usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT | TEXTURE_USAGE_VRS_ATTACHMENT_BIT)),
				VK_NULL_HANDLE, "Texture format for index (" + itos(i) + ") requires an attachment (color, depth-stencil, input or VRS) bit set.");
		VkAttachmentDescription2KHR description = {};
		description.sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2_KHR;
		description.pNext = nullptr;
		description.flags = 0;
		description.format = vulkan_formats[p_attachments[i].format];
		description.samples = _ensure_supported_sample_count(p_attachments[i].samples);
		bool is_sampled = p_attachments[i].usage_flags & TEXTURE_USAGE_SAMPLING_BIT;
		bool is_storage = p_attachments[i].usage_flags & TEXTURE_USAGE_STORAGE_BIT;
		bool is_depth = p_attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
		
		
		
		bool is_vrs = p_attachments[i].usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT && i == p_passes[0].vrs_attachment;
		if (is_vrs) {
			
			description.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;