### 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
_THREAD_SAFE_METHOD_
	Shader shader;
	shader.vertex_input_mask = vertex_input_mask;
	shader.fragment_output_mask = fragment_output_mask;
	shader.push_constant = push_constant;
	shader.is_compute = is_compute;
	shader.compute_local_size[0] = compute_local_size[0];
	shader.compute_local_size[1] = compute_local_size[1];
	shader.compute_local_size[2] = compute_local_size[2];
	shader.specialization_constants = specialization_constants;
	shader.name = name;
	String error_text;
	bool success = true;
	for (int i = 0; i < stage_spirv_data.size(); i++) {
		VkShaderModuleCreateInfo shader_module_create_info;
		shader_module_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
		shader_module_create_info.pNext = nullptr;
		shader_module_create_info.flags = 0;
		shader_module_create_info.codeSize = stage_spirv_data[i].size();
		const uint8_t *r = stage_spirv_data[i].ptr();
		shader_module_create_info.pCode = (const uint32_t *)r;
		VkShaderModule module;
		VkResult res = vkCreateShaderModule(device, &shader_module_create_info, nullptr, &module);
		if (res) {
			success = false;
			error_text = "Error (" + itos(res) + ") creating shader module for stage: " + String(shader_stage_names[stage_type[i]]);
			break;
		}
		VkPipelineShaderStageCreateInfo shader_stage;
		shader_stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;