### 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
const uint8_t *read_ptr_mipmap = r + mipmap_offset;
		image_size = image_total - mipmap_offset;
		for (uint32_t z = 0; z < depth; z++) { 
			const uint8_t *read_ptr = read_ptr_mipmap + (image_size / depth) * z;
			for (uint32_t y = 0; y < height; y += region_size) {
				for (uint32_t x = 0; x < width; x += region_size) {
					uint32_t region_w = MIN(region_size, width - x);
					uint32_t region_h = MIN(region_size, height - y);
					uint32_t region_logic_w = MIN(region_size, logic_width - x);
					uint32_t region_logic_h = MIN(region_size, logic_height - y);
					uint32_t pixel_size = get_image_format_pixel_size(texture->format);
					uint32_t to_allocate = region_w * region_h * pixel_size;
					to_allocate >>= get_compressed_image_format_pixel_rshift(texture->format);
					uint32_t alloc_offset, alloc_size;
					Error err = _staging_buffer_allocate(to_allocate, required_align, alloc_offset, alloc_size, false);
					ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
					uint8_t *write_ptr;
					{ 
						void *data_ptr = nullptr;
						VkResult vkerr = vmaMapMemory(allocator, staging_buffer_blocks[staging_buffer_current].allocation, &data_ptr);
						ERR_FAIL_COND_V_MSG(vkerr, ERR_CANT_CREATE, "vmaMapMemory failed with error " + itos(vkerr) + ".");
						write_ptr = (uint8_t *)data_ptr;
						write_ptr += alloc_offset;
					}
					uint32_t block_w, block_h;
					get_compressed_image_format_block_dimensions(texture->format, block_w, block_h);
					ERR_FAIL_COND_V(region_w % block_w, ERR_BUG);
					ERR_FAIL_COND_V(region_h % block_h, ERR_BUG);
					if (block_w != 1 || block_h != 1) {