### 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
total_size += binary_data.shader_name_len;
	if ((binary_data.shader_name_len % 4) != 0) { 
		total_size += 4 - (binary_data.shader_name_len % 4);
	}
	for (int i = 0; i < uniform_info.size(); i++) {
		total_size += sizeof(uint32_t);
		total_size += uniform_info[i].size() * sizeof(RenderingDeviceVulkanShaderBinaryDataBinding);
	}
	total_size += sizeof(RenderingDeviceVulkanShaderBinarySpecializationConstant) * specialization_constants.size();
	total_size += compressed_stages.size() * sizeof(uint32_t) * 3; 
	total_size += stages_binary_size;
	Vector<uint8_t> ret;
	ret.resize(total_size);
	{
		uint32_t offset = 0;
		uint8_t *binptr = ret.ptrw();
		binptr[0] = 'G';
		binptr[1] = 'S';
		binptr[2] = 'B';
		binptr[3] = 'D'; 
		offset += 4;
		encode_uint32(SHADER_BINARY_VERSION, binptr + offset);
		offset += sizeof(uint32_t);
		encode_uint32(sizeof(RenderingDeviceVulkanShaderBinaryData), binptr + offset);
		offset += sizeof(uint32_t);
		memcpy(binptr + offset, &binary_data, sizeof(RenderingDeviceVulkanShaderBinaryData));
		offset += sizeof(RenderingDeviceVulkanShaderBinaryData);
		memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
		offset += binary_data.shader_name_len;
		if ((binary_data.shader_name_len % 4) != 0) {