### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(draw_list != nullptr, ERR_BUSY, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr && !compute_list->state.allow_draw_overlap, ERR_BUSY, "Only one draw/compute list can be active at the same time.");
	ERR_FAIL_COND_V(p_splits < 1, ERR_INVALID_DECLARATION);
	Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
	ERR_FAIL_COND_V(!framebuffer, ERR_INVALID_DECLARATION);
	Point2i viewport_offset;
	Point2i viewport_size = framebuffer->size;
	bool needs_clear_color = false;
	bool needs_clear_depth = false;
	if (p_region != Rect2() && p_region != Rect2(Vector2(), viewport_size)) { 
		Rect2i viewport(viewport_offset, viewport_size);
		Rect2i regioni = p_region;
		if (!(regioni.position.x >= viewport.position.x) && (regioni.position.y >= viewport.position.y) &&
				((regioni.position.x + regioni.size.x) <= (viewport.position.x + viewport.size.x)) &&
				((regioni.position.y + regioni.size.y) <= (viewport.position.y + viewport.size.y))) {
			ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "When supplying a custom region, it must be contained within the framebuffer rectangle");
		}
		viewport_offset = regioni.position;
		viewport_size = regioni.size;
		if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
			needs_clear_color = true;