### 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
framebuffer_create_info.height = p_framebuffer->size.height;
		framebuffer_create_info.layers = 1;
		VkResult err = vkCreateFramebuffer(device, &framebuffer_create_info, nullptr, &version.framebuffer);
		ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "vkCreateFramebuffer failed with error " + itos(err) + ".");
		version.subpass_count = framebuffer_formats[p_framebuffer->format_id].E->key().passes.size();
		p_framebuffer->framebuffers.insert(vk, version);
	}
	const Framebuffer::Version &version = p_framebuffer->framebuffers[vk];
	*r_framebuffer = version.framebuffer;
	*r_render_pass = version.render_pass;
	*r_subpass_count = version.subpass_count;
	return OK;
}
Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) {
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = render_pass;
	render_pass_begin.framebuffer = vkframebuffer;
	/*
	 * Given how API works, it makes sense to always fully operate on the whole framebuffer.
	 * This allows better continue operations for operations like shadowmapping.
	render_pass_begin.renderArea.extent.width = viewport_size.width;
	render_pass_begin.renderArea.extent.height = viewport_size.height;
	render_pass_begin.renderArea.offset.x = viewport_offset.x;
	render_pass_begin.renderArea.offset.y = viewport_offset.y;
	*/
	render_pass_begin.renderArea.extent.width = framebuffer->size.width;
	render_pass_begin.renderArea.extent.height = framebuffer->size.height;
	render_pass_begin.renderArea.offset.x = 0;