### 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
#include "rendering_device_vulkan.h"
#include "core/config/project_settings.h"
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/templates/hashfuncs.h"
#include "drivers/vulkan/vulkan_context.h"
#include "thirdparty/misc/smolv.h"
static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &r_stage_mask, VkAccessFlags &r_access_mask, BitField<BarrierMask> p_post_barrier) {
	Buffer *buffer = nullptr;
	if (vertex_buffer_owner.owns(p_buffer)) {
		buffer = vertex_buffer_owner.get_or_null(p_buffer);
		r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
		r_access_mask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
		if (buffer->usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
			if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {
				r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
			}
			if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {