### 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
return frames[frame].timestamp_result_count;
}
uint64_t RenderingDeviceVulkan::get_captured_timestamps_frame() const {
	return frames[frame].index;
}
static void mult64to128(uint64_t u, uint64_t v, uint64_t &h, uint64_t &l) {
	uint64_t u1 = (u & 0xffffffff);
	uint64_t v1 = (v & 0xffffffff);
	uint64_t t = (u1 * v1);
	uint64_t w3 = (t & 0xffffffff);
	uint64_t k = (t >> 32);
	u >>= 32;
	t = (u * v1) + k;
	k = (t & 0xffffffff);
	uint64_t w1 = (t >> 32);
	v >>= 32;
	t = (u1 * v) + k;
	k = (t >> 32);
	h = (u * v) + w1 + k;
	l = (t << 32) + w3;
}
uint64_t RenderingDeviceVulkan::get_captured_timestamp_gpu_time(uint32_t p_index) const {