### 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_MSG(err, RID(), "vmaCreateImage failed with error " + itos(err) + ".");
	image_memory += texture.allocation_info.size;
	texture.type = p_format.texture_type;
	texture.format = p_format.format;
	texture.width = image_create_info.extent.width;
	texture.height = image_create_info.extent.height;
	texture.depth = image_create_info.extent.depth;
	texture.layers = image_create_info.arrayLayers;
	texture.mipmaps = image_create_info.mipLevels;
	texture.base_mipmap = 0;
	texture.base_layer = 0;
	texture.is_resolve_buffer = p_format.is_resolve_buffer;
	texture.usage_flags = p_format.usage_bits;
	texture.samples = p_format.samples;
	texture.allowed_shared_formats = p_format.shareable_formats;
	
	if (p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
		texture.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
	} else {
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	}