### 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
depth_stencil_state_create_info.flags = 0;
	depth_stencil_state_create_info.depthTestEnable = p_depth_stencil_state.enable_depth_test;
	depth_stencil_state_create_info.depthWriteEnable = p_depth_stencil_state.enable_depth_write;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.depth_compare_operator, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.depthCompareOp = compare_operators[p_depth_stencil_state.depth_compare_operator];
	depth_stencil_state_create_info.depthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
	depth_stencil_state_create_info.stencilTestEnable = p_depth_stencil_state.enable_stencil;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.failOp = stencil_operations[p_depth_stencil_state.front_op.fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.pass, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.passOp = stencil_operations[p_depth_stencil_state.front_op.pass];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.depth_fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.depthFailOp = stencil_operations[p_depth_stencil_state.front_op.depth_fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.compare, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.front.compareOp = compare_operators[p_depth_stencil_state.front_op.compare];
	depth_stencil_state_create_info.front.compareMask = p_depth_stencil_state.front_op.compare_mask;
	depth_stencil_state_create_info.front.writeMask = p_depth_stencil_state.front_op.write_mask;
	depth_stencil_state_create_info.front.reference = p_depth_stencil_state.front_op.reference;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.failOp = stencil_operations[p_depth_stencil_state.back_op.fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.pass, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.passOp = stencil_operations[p_depth_stencil_state.back_op.pass];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.depth_fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.depthFailOp = stencil_operations[p_depth_stencil_state.back_op.depth_fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.compare, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.back.compareOp = compare_operators[p_depth_stencil_state.back_op.compare];
	depth_stencil_state_create_info.back.compareMask = p_depth_stencil_state.back_op.compare_mask;
	depth_stencil_state_create_info.back.writeMask = p_depth_stencil_state.back_op.write_mask;
	depth_stencil_state_create_info.back.reference = p_depth_stencil_state.back_op.reference;
	depth_stencil_state_create_info.minDepthBounds = p_depth_stencil_state.depth_range_min;