### 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
ERR_FAIL_COND_V(p_src_mipmap >= src_tex->mipmaps, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_src_layer >= src_layer_count, ERR_INVALID_PARAMETER);
	Texture *dst_tex = texture_owner.get_or_null(p_to_texture);
	ERR_FAIL_COND_V(!dst_tex, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V_MSG(dst_tex->bound, ERR_INVALID_PARAMETER,
			"Destination texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to copy this texture.");
	ERR_FAIL_COND_V_MSG(!(dst_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_TO_BIT), ERR_INVALID_PARAMETER,
			"Destination texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT` to be set to be retrieved.");
	uint32_t dst_layer_count = dst_tex->layers;
	uint32_t dst_width, dst_height, dst_depth;
	get_image_format_required_size(dst_tex->format, dst_tex->width, dst_tex->height, dst_tex->depth, p_dst_mipmap + 1, &dst_width, &dst_height, &dst_depth);
	if (dst_tex->type == TEXTURE_TYPE_CUBE || dst_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		dst_layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_to.x < 0 || p_to.x + p_size.x > dst_width, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_to.y < 0 || p_to.y + p_size.y > dst_height, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_to.z < 0 || p_to.z + p_size.z > dst_depth, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_dst_mipmap >= dst_tex->mipmaps, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_dst_layer >= dst_layer_count, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V_MSG(src_tex->read_aspect_mask != dst_tex->read_aspect_mask, ERR_INVALID_PARAMETER,
			"Source and destination texture must be of the same type (color or depth).");
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	{
		
		{ 
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = 0;
			image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;