### 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
RID id = render_pipeline_owner.make_rid(pipeline);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	
	_add_dependency(id, p_shader);
	return id;
}
bool RenderingDeviceVulkan::render_pipeline_is_valid(RID p_pipeline) {
	_THREAD_SAFE_METHOD_
	return render_pipeline_owner.owns(p_pipeline);
}
RID RenderingDeviceVulkan::compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants) {
	_THREAD_SAFE_METHOD_
	
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RID());
	ERR_FAIL_COND_V_MSG(!shader->is_compute, RID(),
			"Non-compute shaders can't be used in compute pipelines");
	
	VkComputePipelineCreateInfo compute_pipeline_create_info;
	compute_pipeline_create_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
	compute_pipeline_create_info.pNext = nullptr;
	compute_pipeline_create_info.flags = 0;
	compute_pipeline_create_info.stage = shader->pipeline_stages[0];
	compute_pipeline_create_info.layout = shader->pipeline_layout;
	compute_pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE;
	compute_pipeline_create_info.basePipelineIndex = 0;
	VkSpecializationInfo specialization_info;
	Vector<VkSpecializationMapEntry> specialization_map_entries;