### 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
specialization_info.write[i].pData = data_ptr;
				specialization_info.write[i].mapEntryCount = specialization_map_entries[i].size();
				specialization_info.write[i].pMapEntries = specialization_map_entries[i].ptr();
				pipeline_stages.write[i].pSpecializationInfo = specialization_info.ptr() + i;
			}
		}
	}
	graphics_pipeline_create_info.stageCount = pipeline_stages.size();
	graphics_pipeline_create_info.pStages = pipeline_stages.ptr();
	graphics_pipeline_create_info.pVertexInputState = &pipeline_vertex_input_state_create_info;
	graphics_pipeline_create_info.pInputAssemblyState = &input_assembly_create_info;
	graphics_pipeline_create_info.pTessellationState = &tessellation_create_info;
	graphics_pipeline_create_info.pViewportState = &viewport_state_create_info;
	graphics_pipeline_create_info.pRasterizationState = &rasterization_state_create_info;
	graphics_pipeline_create_info.pMultisampleState = &multisample_state_create_info;
	graphics_pipeline_create_info.pDepthStencilState = &depth_stencil_state_create_info;
	graphics_pipeline_create_info.pColorBlendState = &color_blend_state_create_info;
	graphics_pipeline_create_info.pDynamicState = &dynamic_state_create_info;
	graphics_pipeline_create_info.layout = shader->pipeline_layout;
	graphics_pipeline_create_info.renderPass = fb_format.render_pass;
	graphics_pipeline_create_info.subpass = p_for_render_pass;
	graphics_pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE;
	graphics_pipeline_create_info.basePipelineIndex = 0;
	RenderPipeline pipeline;
	VkResult err = vkCreateGraphicsPipelines(device, pipelines_cache.cache_object, 1, &graphics_pipeline_create_info, nullptr, &pipeline.pipeline);
	ERR_FAIL_COND_V_MSG(err, RID(), "vkCreateGraphicsPipelines failed with error " + itos(err) + " for shader '" + shader->name + "'.");
	if (pipelines_cache.cache_object != VK_NULL_HANDLE) {
		_update_pipeline_cache();
	}
	pipeline.set_formats = shader->set_formats;