### 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 8;
		case DATA_FORMAT_R32G32B32_UINT:
		case DATA_FORMAT_R32G32B32_SINT:
		case DATA_FORMAT_R32G32B32_SFLOAT:
			return 12;
		case DATA_FORMAT_R32G32B32A32_UINT:
		case DATA_FORMAT_R32G32B32A32_SINT:
		case DATA_FORMAT_R32G32B32A32_SFLOAT:
			return 16;
		case DATA_FORMAT_R64_UINT:
		case DATA_FORMAT_R64_SINT:
		case DATA_FORMAT_R64_SFLOAT:
			return 8;
		case DATA_FORMAT_R64G64_UINT:
		case DATA_FORMAT_R64G64_SINT:
		case DATA_FORMAT_R64G64_SFLOAT:
			return 16;
		case DATA_FORMAT_R64G64B64_UINT:
		case DATA_FORMAT_R64G64B64_SINT:
		case DATA_FORMAT_R64G64B64_SFLOAT:
			return 24;
		case DATA_FORMAT_R64G64B64A64_UINT:
		case DATA_FORMAT_R64G64B64A64_SINT:
		case DATA_FORMAT_R64G64B64A64_SFLOAT:
			return 32;
		default:
			return 0;
	}
}
uint32_t RenderingDeviceVulkan::get_image_format_pixel_size(DataFormat p_format) {