### 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
vkCmdBindPipeline(cl->command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->pipeline);
	if (cl->state.pipeline_shader != pipeline->shader) {
		
		
		uint32_t pcount = pipeline->set_formats.size(); 
		cl->state.set_count = MAX(cl->state.set_count, pcount);
		const uint32_t *pformats = pipeline->set_formats.ptr(); 
		bool sets_valid = true; 
		for (uint32_t i = 0; i < pcount; i++) {
			
			if (!sets_valid || cl->state.sets[i].pipeline_expected_format != pformats[i]) {
				cl->state.sets[i].bound = false;
				cl->state.sets[i].pipeline_expected_format = pformats[i];
				sets_valid = false;
			}
		}
		for (uint32_t i = pcount; i < cl->state.set_count; i++) {
			
			cl->state.sets[i].bound = false;
		}
		cl->state.set_count = pcount; 
		if (pipeline->push_constant_size) {
			cl->state.pipeline_push_constant_stages = pipeline->push_constant_stages_mask;
#ifdef DEBUG_ENABLED
			cl->validation.pipeline_push_constant_supplied = false;
#endif
		}
		cl->state.pipeline_shader = pipeline->shader;
		cl->state.local_group_size[0] = pipeline->local_group_size[0];
		cl->state.local_group_size[1] = pipeline->local_group_size[1];