### 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
uint32_t barrier_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	uint32_t access_flags = VK_ACCESS_SHADER_READ_BIT;
	_compute_list_add_barrier(BARRIER_MASK_COMPUTE, barrier_flags, access_flags);
}
void RenderingDeviceVulkan::_compute_list_add_barrier(BitField<BarrierMask> p_post_barrier, uint32_t p_barrier_flags, uint32_t p_access_flags) {
	ERR_FAIL_COND(!compute_list);
	VkImageMemoryBarrier *image_barriers = nullptr;
	uint32_t image_barrier_count = compute_list->state.textures_to_sampled_layout.size();
	if (image_barrier_count) {
		image_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * image_barrier_count);
	}
	image_barrier_count = 0; 
	for (Texture *E : compute_list->state.textures_to_sampled_layout) {
		if (E->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			VkImageMemoryBarrier &image_memory_barrier = image_barriers[image_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = p_access_flags;
			image_memory_barrier.oldLayout = E->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;