### 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
image_memory_barrier.image = E->image;
			image_memory_barrier.subresourceRange.aspectMask = E->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = E->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = E->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = E->base_layer;
			image_memory_barrier.subresourceRange.layerCount = E->layers;
			E->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		}
		if (E->used_in_frame != frames_drawn) {
			E->used_in_transfer = false;
			E->used_in_raster = false;
			E->used_in_compute = false;
			E->used_in_frame = frames_drawn;
		}
	}
	if (p_barrier_flags) {
		VkMemoryBarrier mem_barrier;
		mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
		mem_barrier.pNext = nullptr;
		mem_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
		mem_barrier.dstAccessMask = p_access_flags;
		vkCmdPipelineBarrier(compute_list->command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, p_barrier_flags, 0, 1, &mem_barrier, 0, nullptr, image_barrier_count, image_barriers);
	} else if (image_barrier_count) {
		vkCmdPipelineBarrier(compute_list->command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, image_barrier_count, image_barriers);
	}
#ifdef FORCE_FULL_BARRIER
	_full_barrier(true);
#endif
}
void RenderingDeviceVulkan::compute_list_end(BitField<BarrierMask> p_post_barrier) {