### 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
size_t to_submit = p_data_size;
	size_t submit_from = 0;
	while (to_submit > 0) {
		uint32_t block_write_offset;
		uint32_t block_write_amount;
		Error err = _staging_buffer_allocate(MIN(to_submit, staging_buffer_block_size), p_required_align, block_write_offset, block_write_amount);
		if (err) {
			return err;
		}
		
		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) + ".");
		}
		
		memcpy(((uint8_t *)data_ptr) + block_write_offset, p_data + submit_from, block_write_amount);