### 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
Error err = _buffer_allocate(&texture_buffer.buffer, size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
	ERR_FAIL_COND_V(err != OK, RID());
	if (p_data.size()) {
		uint64_t data_size = p_data.size();
		const uint8_t *r = p_data.ptr();
		_buffer_update(&texture_buffer.buffer, 0, r, data_size);
		_buffer_memory_barrier(texture_buffer.buffer.buffer, 0, data_size, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, false);
	}
	VkBufferViewCreateInfo view_create_info;
	view_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
	view_create_info.pNext = nullptr;
	view_create_info.flags = 0;
	view_create_info.buffer = texture_buffer.buffer.buffer;
	view_create_info.format = vulkan_formats[p_format];
	view_create_info.offset = 0;
	view_create_info.range = size_bytes;
	texture_buffer.view = VK_NULL_HANDLE;
	VkResult res = vkCreateBufferView(device, &view_create_info, nullptr, &texture_buffer.view);
	if (res) {
		_buffer_free(&texture_buffer.buffer);
		ERR_FAIL_V_MSG(RID(), "Unable to create buffer view, error " + itos(res) + ".");
	}
	
	RID id = texture_buffer_owner.make_rid(texture_buffer);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	return id;
}
RenderingDeviceVulkan::DescriptorPool *RenderingDeviceVulkan::_descriptor_pool_allocate(const DescriptorPoolKey &p_key) {