### 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
{
		device_capabilities.version_major = p_context->get_vulkan_major();
		device_capabilities.version_minor = p_context->get_vulkan_minor();
	}
	context = p_context;
	device = p_context->get_device();
	if (p_local_device) {
		frame_count = 1;
		local_device = p_context->local_device_create();
		device = p_context->local_device_get_vk_device(local_device);
	} else {
		frame_count = p_context->get_swapchain_image_count() + 1; 
	}
	limits = p_context->get_device_limits();
	max_timestamp_query_elements = 256;
	{ 
		VmaAllocatorCreateInfo allocatorInfo;
		memset(&allocatorInfo, 0, sizeof(VmaAllocatorCreateInfo));
		allocatorInfo.physicalDevice = p_context->get_physical_device();
		allocatorInfo.device = device;
		allocatorInfo.instance = p_context->get_instance();
		vmaCreateAllocator(&allocatorInfo, &allocator);
	}
	frames.resize(frame_count);
	frame = 0;
	
	for (int i = 0; i < frame_count; i++) {
		frames[i].index = 0;