### 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
r_alloc_offset = write_from;
				r_alloc_size = available_bytes - (available_bytes % p_required_align);
			} else {
				
				
				staging_buffer_current = (staging_buffer_current + 1) % staging_buffer_blocks.size();
				
				
				if (staging_buffer_blocks[staging_buffer_current].frame_used == frames_drawn) {
					
					if ((uint64_t)staging_buffer_blocks.size() * staging_buffer_block_size < staging_buffer_max_size) {
						
						Error err = _insert_staging_block();
						if (err) {
							return err;
						}
						
						staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
					} else {
						
						
						
						
						if (false) { 
							
							continue;
						} else {
							
							_flush(true);