### 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_MSG(local_device.is_null(), "Only local devices can submit and sync.");
	ERR_FAIL_COND_MSG(!local_device_processing, "sync can only be called after a submit");
	context->local_device_sync(local_device);
	_begin_frame();
	local_device_processing = false;
}
VmaPool RenderingDeviceVulkan::_find_or_create_small_allocs_pool(uint32_t p_mem_type_index) {
	if (small_allocs_pools.has(p_mem_type_index)) {
		return small_allocs_pools[p_mem_type_index];
	}
	print_verbose("Creating VMA small objects pool for memory type index " + itos(p_mem_type_index));
	VmaPoolCreateInfo pci;
	pci.memoryTypeIndex = p_mem_type_index;
	pci.flags = 0;
	pci.blockSize = 0;
	pci.minBlockCount = 0;
	pci.maxBlockCount = SIZE_MAX;
	pci.priority = 0.5f;
	pci.minAllocationAlignment = 0;
	pci.pMemoryAllocateNext = nullptr;
	VmaPool pool = VK_NULL_HANDLE;
	VkResult res = vmaCreatePool(allocator, &pci, &pool);
	small_allocs_pools[p_mem_type_index] = pool; 
	ERR_FAIL_COND_V_MSG(res, pool, "vmaCreatePool failed with error " + itos(res) + ".");
	return pool;
}
void RenderingDeviceVulkan::_free_pending_resources(int p_frame) {