### 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_
	FramebufferFormatKey key;
	key.attachments = p_attachments;
	key.passes = p_passes;
	key.view_count = p_view_count;
	const RBMap<FramebufferFormatKey, FramebufferFormatID>::Element *E = framebuffer_format_cache.find(key);
	if (E) {
		
		return E->get();
	}
	Vector<TextureSamples> samples;
	VkRenderPass render_pass = _render_pass_create(p_attachments, p_passes, INITIAL_ACTION_CLEAR, FINAL_ACTION_READ, INITIAL_ACTION_CLEAR, FINAL_ACTION_READ, p_view_count, &samples); 
	if (render_pass == VK_NULL_HANDLE) { 
		return INVALID_ID;
	}
	FramebufferFormatID id = FramebufferFormatID(framebuffer_format_cache.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
	E = framebuffer_format_cache.insert(key, id);
	FramebufferFormat fb_format;
	fb_format.E = E;
	fb_format.render_pass = render_pass;
	fb_format.pass_samples = samples;
	fb_format.view_count = p_view_count;
	framebuffer_formats[id] = fb_format;
	return id;
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_format_create_empty(TextureSamples p_samples) {