### 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
} else if (is_vrs) {
				if (p_passes[last_pass].vrs_attachment == i) {
					used_last = true;
				}
			} else {
				if (p_passes[last_pass].resolve_attachments.size()) {
					
					for (int j = 0; j < p_passes[last_pass].resolve_attachments.size(); j++) {
						if (p_passes[last_pass].resolve_attachments[j] == i) {
							used_last = true;
							break;
						}
					}
				}
				if (!used_last) {
					for (int j = 0; j < p_passes[last_pass].color_attachments.size(); j++) {
						if (p_passes[last_pass].color_attachments[j] == i) {
							used_last = true;
							break;
						}
					}
				}
			}
			if (!used_last) {
				for (int j = 0; j < p_passes[last_pass].preserve_attachments.size(); j++) {
					if (p_passes[last_pass].preserve_attachments[j] == i) {
						used_last = true;
						break;
					}
				}