### 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
switch (p_feature) {
		case SUPPORTS_MULTIVIEW: {
			VulkanContext::MultiviewCapabilities multiview_capabilies = context->get_multiview_capabilities();
			return multiview_capabilies.is_supported && multiview_capabilies.max_view_count > 1;
		} break;
		case SUPPORTS_FSR_HALF_FLOAT: {
			return context->get_shader_capabilities().shader_float16_is_supported && context->get_physical_device_features().shaderInt16 && context->get_storage_buffer_capabilities().storage_buffer_16_bit_access_is_supported;
		} break;
		case SUPPORTS_ATTACHMENT_VRS: {
			VulkanContext::VRSCapabilities vrs_capabilities = context->get_vrs_capabilities();
			return vrs_capabilities.attachment_vrs_supported && context->get_physical_device_features().shaderStorageImageExtendedFormats;
		} break;
		case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: {
			return true;
		} break;
		default: {
			return false;
		}
	}
}
RenderingDeviceVulkan::RenderingDeviceVulkan() {
	device_capabilities.device_family = DEVICE_VULKAN;
}
RenderingDeviceVulkan::~RenderingDeviceVulkan() {
	if (local_device.is_valid()) {
		finalize();
		context->local_device_free(local_device);
	}
}