### 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_
	FramebufferPass pass;
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
		ERR_FAIL_COND_V_MSG(texture && texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
		if (texture && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			pass.depth_attachment = i;
		} else if (texture && texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
			pass.vrs_attachment = i;
		} else {
			if (texture && texture->is_resolve_buffer) {
				pass.resolve_attachments.push_back(i);
			} else {
				pass.color_attachments.push_back(texture ? i : FramebufferPass::ATTACHMENT_UNUSED);
			}
		}
	}
	Vector<FramebufferPass> passes;
	passes.push_back(pass);
	return framebuffer_create_multipass(p_texture_attachments, passes, p_format_check, p_view_count);
}
RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {