### 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
ERR_FAIL_COND_MSG(local_device.is_valid(), "Local devices can't swap buffers.");
	_THREAD_SAFE_METHOD_
	_finalize_command_bufers();
	screen_prepared = false;
	
	context->swap_buffers();
	frame = (frame + 1) % frame_count;
	_begin_frame();
}
void RenderingDeviceVulkan::submit() {
	_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, "device already submitted, call sync to wait until done.");
	_finalize_command_bufers();
	VkCommandBuffer command_buffers[2] = { frames[frame].setup_command_buffer, frames[frame].draw_command_buffer };
	context->local_device_push_command_buffers(local_device, command_buffers, 2);
	local_device_processing = true;
}
void RenderingDeviceVulkan::sync() {