### 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
mem_barrier.dstAccessMask = access_flags;
	if (image_barrier_count > 0 || p_post_barrier != BARRIER_MASK_NO_BARRIER) {
		vkCmdPipelineBarrier(frames[frame].draw_command_buffer, src_stage, barrier_flags, 0, 1, &mem_barrier, 0, nullptr, image_barrier_count, image_barriers);
	}
#ifdef FORCE_FULL_BARRIER
	_full_barrier(true);
#endif
}
RenderingDevice::ComputeListID RenderingDeviceVulkan::compute_list_begin(bool p_allow_draw_overlap) {
	ERR_FAIL_COND_V_MSG(!p_allow_draw_overlap && draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
	
	_THREAD_SAFE_LOCK_
	compute_list = memnew(ComputeList);
	compute_list->command_buffer = frames[frame].draw_command_buffer;
	compute_list->state.allow_draw_overlap = p_allow_draw_overlap;
	return ID_TYPE_COMPUTE_LIST;
}
void RenderingDeviceVulkan::compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline) {
	
	ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_COND(!compute_list);
	ComputeList *cl = compute_list;
	const ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_compute_pipeline);
	ERR_FAIL_COND(!pipeline);
	if (p_compute_pipeline == cl->state.pipeline) {
		return; 
	}
	cl->state.pipeline = p_compute_pipeline;
	cl->state.pipeline_layout = pipeline->pipeline_layout;