### 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
if (p_id < 0) {
		return nullptr;
	}
	if (!draw_list) {
		return nullptr;
	} else if (p_id == (int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT)) {
		if (draw_list_split) {
			return nullptr;
		}
		return draw_list;
	} else if (p_id >> DrawListID(ID_BASE_SHIFT) == ID_TYPE_SPLIT_DRAW_LIST) {
		if (!draw_list_split) {
			return nullptr;
		}
		uint64_t index = p_id & ((DrawListID(1) << DrawListID(ID_BASE_SHIFT)) - 1); 
		if (index >= draw_list_count) {
			return nullptr;
		}
		return &draw_list[index];
	} else {
		return nullptr;
	}
}
void RenderingDeviceVulkan::draw_list_set_blend_constants(DrawListID p_list, const Color &p_color) {