### 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
}
	dynamic_state_create_info.dynamicStateCount = dynamic_states.size();
	dynamic_state_create_info.pDynamicStates = dynamic_states.ptr();
	void *graphics_pipeline_nextptr = nullptr;
	VkPipelineFragmentShadingRateStateCreateInfoKHR vrs_create_info;
	if (context->get_vrs_capabilities().attachment_vrs_supported) {
		
		
		
		vrs_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_FRAGMENT_SHADING_RATE_STATE_CREATE_INFO_KHR;
		vrs_create_info.pNext = nullptr;
		vrs_create_info.fragmentSize = { 4, 4 };
		vrs_create_info.combinerOps[0] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR; 
		vrs_create_info.combinerOps[1] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_KHR; 
		graphics_pipeline_nextptr = &vrs_create_info;
	}
	
	VkGraphicsPipelineCreateInfo graphics_pipeline_create_info;
	graphics_pipeline_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
	graphics_pipeline_create_info.pNext = graphics_pipeline_nextptr;
	graphics_pipeline_create_info.flags = 0;
	Vector<VkPipelineShaderStageCreateInfo> pipeline_stages = shader->pipeline_stages;
	Vector<VkSpecializationInfo> specialization_info;
	Vector<Vector<VkSpecializationMapEntry>> specialization_map_entries;
	Vector<uint32_t> specialization_constant_data;
	if (shader->specialization_constants.size()) {
		specialization_constant_data.resize(shader->specialization_constants.size());
		uint32_t *data_ptr = specialization_constant_data.ptrw();
		specialization_info.resize(pipeline_stages.size());
		specialization_map_entries.resize(pipeline_stages.size());