### 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
subpass.preserveAttachmentCount = 0;
	subpass.pPreserveAttachments = nullptr;
	VkRenderPassCreateInfo2KHR render_pass_create_info;
	render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR;
	render_pass_create_info.pNext = nullptr;
	render_pass_create_info.flags = 0;
	render_pass_create_info.attachmentCount = 0;
	render_pass_create_info.pAttachments = nullptr;
	render_pass_create_info.subpassCount = 1;
	render_pass_create_info.pSubpasses = &subpass;
	render_pass_create_info.dependencyCount = 0;
	render_pass_create_info.pDependencies = nullptr;
	render_pass_create_info.correlatedViewMaskCount = 0;
	render_pass_create_info.pCorrelatedViewMasks = nullptr;
	VkRenderPass render_pass;
	VkResult res = context->vkCreateRenderPass2KHR(device, &render_pass_create_info, nullptr, &render_pass);
	ERR_FAIL_COND_V_MSG(res, 0, "vkCreateRenderPass2KHR for empty fb failed with error " + itos(res) + ".");
	if (render_pass == VK_NULL_HANDLE) { 
		return INVALID_ID;
	}
	FramebufferFormatID id = FramebufferFormatID(framebuffer_format_cache.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
	E = framebuffer_format_cache.insert(key, id);
	FramebufferFormat fb_format;
	fb_format.E = E;
	fb_format.render_pass = render_pass;
	fb_format.pass_samples.push_back(p_samples);
	framebuffer_formats[id] = fb_format;
	return id;
}
RenderingDevice::TextureSamples RenderingDeviceVulkan::framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass) {