### 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
_THREAD_SAFE_METHOD_
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!tex, Vector<uint8_t>());
	ERR_FAIL_COND_V_MSG(tex->bound, Vector<uint8_t>(),
			"Texture can't be retrieved 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 retrieve this texture.");
	ERR_FAIL_COND_V_MSG(!(tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), Vector<uint8_t>(),
			"Texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT` to be set to be retrieved.");
	uint32_t layer_count = tex->layers;
	if (tex->type == TEXTURE_TYPE_CUBE || tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_layer >= layer_count, Vector<uint8_t>());
	if (tex->usage_flags & TEXTURE_USAGE_CPU_READ_BIT) {
		
		return _texture_get_data_from_image(tex, tex->image, tex->allocation, p_layer);
	} else {
		
		uint32_t width, height, depth;
		uint32_t buffer_size = get_image_format_required_size(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps, &width, &height, &depth);
		
		VkCommandBuffer command_buffer = frames[frame].draw_command_buffer; 
		Buffer tmp_buffer;
		_buffer_allocate(&tmp_buffer, buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_HOST, VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT);
		{ 
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;