### 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
VkResult res = vkResetCommandBuffer(command_buffer, 0);
			if (res) {
				memdelete_arr(draw_list);
				draw_list = nullptr;
				ERR_FAIL_V_MSG(ERR_CANT_CREATE, "vkResetCommandBuffer failed with error " + itos(res) + ".");
			}
			res = vkBeginCommandBuffer(command_buffer, &cmdbuf_begin);
			if (res) {
				memdelete_arr(draw_list);
				draw_list = nullptr;
				ERR_FAIL_V_MSG(ERR_CANT_CREATE, "vkBeginCommandBuffer failed with error " + itos(res) + ".");
			}
			draw_list[i].command_buffer = command_buffer;
			draw_list[i].viewport = p_viewport;
		}
	}
	return OK;
}
void RenderingDeviceVulkan::_draw_list_free(Rect2i *r_last_viewport) {
	if (draw_list_split) {
		
		VkCommandBuffer *command_buffers = (VkCommandBuffer *)alloca(sizeof(VkCommandBuffer) * draw_list_count);
		for (uint32_t i = 0; i < draw_list_count; i++) {
			vkEndCommandBuffer(draw_list[i].command_buffer);
			command_buffers[i] = draw_list[i].command_buffer;
			if (r_last_viewport) {
				if (i == 0 || draw_list[i].viewport_set) {
					*r_last_viewport = draw_list[i].viewport;
				}
			}