### 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
#ifndef DEBUG_ENABLED
	ERR_PRINT("Full barrier is debug-only, should not be used in production");
#endif
	_full_barrier(true);
}
#if 0
void RenderingDeviceVulkan::draw_list_render_secondary_to_framebuffer(ID p_framebuffer, ID *p_draw_lists, uint32_t p_draw_list_count, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Variant> &p_clear_colors) {
	VkCommandBuffer frame_cmdbuf = frames[frame].frame_buffer;
	ERR_FAIL_COND(!frame_cmdbuf);
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->get_render_pass();
	render_pass_begin.framebuffer = context->get_frame_framebuffer(frame);
	render_pass_begin.renderArea.extent.width = context->get_screen_width(p_screen);
	render_pass_begin.renderArea.extent.height = context->get_screen_height(p_screen);
	render_pass_begin.renderArea.offset.x = 0;
	render_pass_begin.renderArea.offset.y = 0;
	render_pass_begin.clearValueCount = 1;