### 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
#endif
	draw_list_render_pass = render_pass;
	draw_list_vkframebuffer = vkframebuffer;
	err = _draw_list_allocate(Rect2i(viewport_offset, viewport_size), p_splits, 0);
	if (err != OK) {
		return err;
	}
	if (needs_clear_color || needs_clear_depth) {
		_draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
	}
	for (uint32_t i = 0; i < p_splits; i++) {
		VkViewport viewport;
		viewport.x = viewport_offset.x;
		viewport.y = viewport_offset.y;
		viewport.width = viewport_size.width;
		viewport.height = viewport_size.height;
		viewport.minDepth = 0;
		viewport.maxDepth = 1.0;
		vkCmdSetViewport(draw_list[i].command_buffer, 0, 1, &viewport);
		VkRect2D scissor;
		scissor.offset.x = viewport_offset.x;
		scissor.offset.y = viewport_offset.y;
		scissor.extent.width = viewport_size.width;
		scissor.extent.height = viewport_size.height;
		vkCmdSetScissor(draw_list[i].command_buffer, 0, 1, &scissor);
		r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
	}
	return OK;
}
RenderingDeviceVulkan::DrawList *RenderingDeviceVulkan::_get_draw_list_ptr(DrawListID p_id) {