### 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
tessellation_create_info.patchControlPoints = p_rasterization_state.patch_control_points;
	VkPipelineViewportStateCreateInfo viewport_state_create_info;
	viewport_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
	viewport_state_create_info.pNext = nullptr;
	viewport_state_create_info.flags = 0;
	viewport_state_create_info.viewportCount = 1; 
	viewport_state_create_info.pViewports = nullptr;
	viewport_state_create_info.scissorCount = 1;
	viewport_state_create_info.pScissors = nullptr;
	
	VkPipelineRasterizationStateCreateInfo rasterization_state_create_info;
	rasterization_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
	rasterization_state_create_info.pNext = nullptr;
	rasterization_state_create_info.flags = 0;
	rasterization_state_create_info.depthClampEnable = p_rasterization_state.enable_depth_clamp;
	rasterization_state_create_info.rasterizerDiscardEnable = p_rasterization_state.discard_primitives;
	rasterization_state_create_info.polygonMode = (p_rasterization_state.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL);
	static const VkCullModeFlags cull_mode[3] = {
		VK_CULL_MODE_NONE,
		VK_CULL_MODE_FRONT_BIT,
		VK_CULL_MODE_BACK_BIT
	};
	ERR_FAIL_INDEX_V(p_rasterization_state.cull_mode, 3, RID());
	rasterization_state_create_info.cullMode = cull_mode[p_rasterization_state.cull_mode];
	rasterization_state_create_info.frontFace = (p_rasterization_state.front_face == POLYGON_FRONT_FACE_CLOCKWISE ? VK_FRONT_FACE_CLOCKWISE : VK_FRONT_FACE_COUNTER_CLOCKWISE);
	rasterization_state_create_info.depthBiasEnable = p_rasterization_state.depth_bias_enabled;
	rasterization_state_create_info.depthBiasConstantFactor = p_rasterization_state.depth_bias_constant_factor;
	rasterization_state_create_info.depthBiasClamp = p_rasterization_state.depth_bias_clamp;
	rasterization_state_create_info.depthBiasSlopeFactor = p_rasterization_state.depth_bias_slope_factor;
	rasterization_state_create_info.lineWidth = p_rasterization_state.line_width;