### 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
color_blend_state_create_info.blendConstants[2] = p_blend_state.blend_constant.b;
	color_blend_state_create_info.blendConstants[3] = p_blend_state.blend_constant.a;
	
	VkPipelineDynamicStateCreateInfo dynamic_state_create_info;
	dynamic_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
	dynamic_state_create_info.pNext = nullptr;
	dynamic_state_create_info.flags = 0;
	Vector<VkDynamicState> dynamic_states; 
	dynamic_states.push_back(VK_DYNAMIC_STATE_VIEWPORT); 
	dynamic_states.push_back(VK_DYNAMIC_STATE_SCISSOR);
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_LINE_WIDTH)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_LINE_WIDTH);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_DEPTH_BIAS)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_BLEND_CONSTANTS)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_BLEND_CONSTANTS);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_DEPTH_BOUNDS)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_STENCIL_COMPARE_MASK)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_STENCIL_WRITE_MASK)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
	}
	if (p_dynamic_state_flags.has_flag(DYNAMIC_STATE_STENCIL_REFERENCE)) {
		dynamic_states.push_back(VK_DYNAMIC_STATE_STENCIL_REFERENCE);