### 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
depth_stencil_reference.attachment = attachment_remap[attachment];
			depth_stencil_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
			depth_stencil_reference.aspectMask = VK_IMAGE_ASPECT_NONE;
			attachment_last_pass[attachment] = i;
			if (is_multisample_first) {
				texture_samples = p_attachments[attachment].samples;
				is_multisample_first = false;
			} else {
				ERR_FAIL_COND_V_MSG(texture_samples != p_attachments[attachment].samples, VK_NULL_HANDLE, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), if an attachment is marked as multisample, all of them should be multisample and use the same number of samples including the depth.");
			}
		} else {
			depth_stencil_reference.attachment = VK_ATTACHMENT_UNUSED;
			depth_stencil_reference.layout = VK_IMAGE_LAYOUT_UNDEFINED;
		}
		if (context->get_vrs_capabilities().attachment_vrs_supported && pass->vrs_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
			int32_t attachment = pass->vrs_attachment;
			ERR_FAIL_INDEX_V_MSG(attachment, p_attachments.size(), VK_NULL_HANDLE, "Invalid framebuffer VRS format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), VRS attachment.");
			ERR_FAIL_COND_V_MSG(!(p_attachments[attachment].usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT), VK_NULL_HANDLE, "Invalid framebuffer VRS format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it's marked as VRS, but it's not a VRS attachment.");
			ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer VRS attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
			VkAttachmentReference2KHR &vrs_reference = vrs_reference_array[i];
			vrs_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR;
			vrs_reference.pNext = nullptr;
			vrs_reference.attachment = attachment_remap[attachment];
			vrs_reference.layout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
			vrs_reference.aspectMask = VK_IMAGE_ASPECT_NONE;
			Size2i texel_size = context->get_vrs_capabilities().texel_size;
			VkFragmentShadingRateAttachmentInfoKHR &vrs_attachment_info = vrs_attachment_info_array[i];
			vrs_attachment_info.sType = VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR;
			vrs_attachment_info.pNext = nullptr;
			vrs_attachment_info.pFragmentShadingRateAttachment = &vrs_reference;