### 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
return draw_list_current_subpass;
}
RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_switch_to_next_pass() {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(draw_list == nullptr, INVALID_ID);
	ERR_FAIL_COND_V(draw_list_current_subpass >= draw_list_subpass_count - 1, INVALID_FORMAT_ID);
	draw_list_current_subpass++;
	Rect2i viewport;
	_draw_list_free(&viewport);
	vkCmdNextSubpass(frames[frame].draw_command_buffer, VK_SUBPASS_CONTENTS_INLINE);
	_draw_list_allocate(viewport, 0, draw_list_current_subpass);
	return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
}
Error RenderingDeviceVulkan::draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(draw_list == nullptr, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(draw_list_current_subpass >= draw_list_subpass_count - 1, ERR_INVALID_PARAMETER);
	draw_list_current_subpass++;
	Rect2i viewport;
	_draw_list_free(&viewport);
	vkCmdNextSubpass(frames[frame].draw_command_buffer, VK_SUBPASS_CONTENTS_INLINE);
	_draw_list_allocate(viewport, p_splits, draw_list_current_subpass);
	for (uint32_t i = 0; i < p_splits; i++) {
		r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
	}
	return OK;
}
Error RenderingDeviceVulkan::_draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass) {