### 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_
	Vector<AttachmentFormat> attachments;
	attachments.resize(p_texture_attachments.size());
	Size2i size;
	bool size_set = false;
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		AttachmentFormat af;
		Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
		if (!texture) {
			af.usage_flags = AttachmentFormat::UNUSED_ATTACHMENT;
		} else {
			ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
			if (!size_set) {
				size.width = texture->width;
				size.height = texture->height;
				size_set = true;
			} else if (texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
				
				
				
			} else {
				ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
						"All textures in a framebuffer should be the same size.");
			}