### 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 "Vulkan-SV" + itos(SHADER_BINARY_VERSION);
}
struct RenderingDeviceVulkanShaderBinaryDataBinding {
	uint32_t type;
	uint32_t binding;
	uint32_t stages;
	uint32_t length; 
	uint32_t writable;
};
struct RenderingDeviceVulkanShaderBinarySpecializationConstant {
	uint32_t type;
	uint32_t constant_id;
	union {
		uint32_t int_value;
		float float_value;
		bool bool_value;
	};
	uint32_t stage_flags;
};
struct RenderingDeviceVulkanShaderBinaryData {
	uint32_t vertex_input_mask;
	uint32_t fragment_output_mask;
	uint32_t specialization_constants_count;
	uint32_t is_compute;
	uint32_t compute_local_size[3];
	uint32_t set_count;
	uint32_t push_constant_size;
	uint32_t push_constant_vk_stages_mask;
	uint32_t stage_count;
	uint32_t shader_name_len;