### 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
dependency.pNext = nullptr;
			dependency.srcSubpass = i - 1;
			dependency.dstSubpass = i;
			dependency.srcStageMask = 0;
			dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
			dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
			dependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
			dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
			dependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
			dependency.viewOffset = 0;
			subpass_dependencies.push_back(dependency);
		}
		/*
		// NOTE: Big Mallet Approach -- any layout transition causes a full barrier.
		if (reference.layout != description.initialLayout) {
			// NOTE: This should be smarter based on the texture's knowledge of its previous role.
			dependency_from_external.srcStageMask |= VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
			dependency_from_external.srcAccessMask |= VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
		}
		if (reference.layout != description.finalLayout) {
			// NOTE: This should be smarter based on the texture's knowledge of its subsequent role.
			dependency_to_external.dstStageMask |= VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
			dependency_to_external.dstAccessMask |= VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
		}
		*/
	}
	VkRenderPassCreateInfo2KHR render_pass_create_info;
	render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR;
	render_pass_create_info.pNext = nullptr;
	render_pass_create_info.flags = 0;