### 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
af.format = texture->format;
			af.samples = texture->samples;
			af.usage_flags = texture->usage_flags;
		}
		attachments.write[i] = af;
	}
	ERR_FAIL_COND_V_MSG(!size_set, RID(), "All attachments unused.");
	FramebufferFormatID format_id = framebuffer_format_create_multipass(attachments, p_passes, p_view_count);
	if (format_id == INVALID_ID) {
		return RID();
	}
	ERR_FAIL_COND_V_MSG(p_format_check != INVALID_ID && format_id != p_format_check, RID(),
			"The format used to check this framebuffer differs from the intended framebuffer format.");
	Framebuffer framebuffer;
	framebuffer.format_id = format_id;
	framebuffer.texture_ids = p_texture_attachments;
	framebuffer.size = size;
	framebuffer.view_count = p_view_count;
	RID id = framebuffer_owner.make_rid(framebuffer);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		if (p_texture_attachments[i].is_valid()) {
			_add_dependency(id, p_texture_attachments[i]);
		}
	}
	return id;
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_get_format(RID p_framebuffer) {