### 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_
	VertexDescriptionKey key;
	key.vertex_formats = p_vertex_formats;
	VertexFormatID *idptr = vertex_format_cache.getptr(key);
	if (idptr) {
		return *idptr;
	}
	
	VertexDescriptionCache vdcache;
	vdcache.bindings = memnew_arr(VkVertexInputBindingDescription, p_vertex_formats.size());
	vdcache.attributes = memnew_arr(VkVertexInputAttributeDescription, p_vertex_formats.size());
	HashSet<int> used_locations;
	for (int i = 0; i < p_vertex_formats.size(); i++) {
		ERR_CONTINUE(p_vertex_formats[i].format >= DATA_FORMAT_MAX);
		ERR_FAIL_COND_V(used_locations.has(p_vertex_formats[i].location), INVALID_ID);
		ERR_FAIL_COND_V_MSG(get_format_vertex_size(p_vertex_formats[i].format) == 0, INVALID_ID,
				"Data format for attachment (" + itos(i) + "), '" + named_formats[p_vertex_formats[i].format] + "', is not valid for a vertex array.");
		vdcache.bindings[i].binding = i;
		vdcache.bindings[i].stride = p_vertex_formats[i].stride;
		vdcache.bindings[i].inputRate = p_vertex_formats[i].frequency == VERTEX_FREQUENCY_INSTANCE ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX;
		vdcache.attributes[i].binding = i;
		vdcache.attributes[i].location = p_vertex_formats[i].location;
		vdcache.attributes[i].format = vulkan_formats[p_vertex_formats[i].format];
		vdcache.attributes[i].offset = p_vertex_formats[i].offset;
		used_locations.insert(p_vertex_formats[i].location);
	}
	vdcache.create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;