### 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
};
Vector<uint8_t> RenderingDeviceVulkan::shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name) {
	SpirvReflectionData spirv_data;
	if (_reflect_spirv(p_spirv, spirv_data) != OK) {
		return Vector<uint8_t>();
	}
	ERR_FAIL_COND_V_MSG((uint32_t)spirv_data.uniforms.size() > limits.maxBoundDescriptorSets, Vector<uint8_t>(),
			"Number of uniform sets is larger than what is supported by the hardware (" + itos(limits.maxBoundDescriptorSets) + ").");
	
	RenderingDeviceVulkanShaderBinaryData binary_data;
	Vector<Vector<RenderingDeviceVulkanShaderBinaryDataBinding>> uniform_info; 
	Vector<RenderingDeviceVulkanShaderBinarySpecializationConstant> specialization_constants;
	{
		binary_data.vertex_input_mask = spirv_data.vertex_input_mask;
		binary_data.fragment_output_mask = spirv_data.fragment_output_mask;
		binary_data.specialization_constants_count = spirv_data.specialization_constants.size();
		binary_data.is_compute = spirv_data.is_compute;
		binary_data.compute_local_size[0] = spirv_data.compute_local_size[0];
		binary_data.compute_local_size[1] = spirv_data.compute_local_size[1];
		binary_data.compute_local_size[2] = spirv_data.compute_local_size[2];
		binary_data.set_count = spirv_data.uniforms.size();
		binary_data.push_constant_size = spirv_data.push_constant_size;
		for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
			if (spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
				binary_data.push_constant_vk_stages_mask |= shader_stage_masks[i];
			}
		}
		for (const Vector<SpirvReflectionData::Uniform> &spirv_set : spirv_data.uniforms) {
			Vector<RenderingDeviceVulkanShaderBinaryDataBinding> set_bindings;
			for (const SpirvReflectionData::Uniform &spirv_uniform : spirv_set) {