### 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
description.initialLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
		} else {
			
			
			
			
			switch (is_depth ? p_initial_depth_action : p_initial_action) {
				case INITIAL_ACTION_CLEAR_REGION:
				case INITIAL_ACTION_CLEAR: {
					if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
						description.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
						description.initialLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
						description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
					} else if (p_attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
						description.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
						description.initialLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
						description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
						dependency_from_external.srcStageMask |= reading_stages;
					} else {
						description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
						description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
						description.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; 
						dependency_from_external.srcStageMask |= reading_stages;
					}
				} break;
				case INITIAL_ACTION_KEEP: {
					if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
						description.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
						description.initialLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);