### 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
staging_buffer_used = false;
	}
	if (frames[frame].timestamp_count) {
		vkGetQueryPoolResults(device, frames[frame].timestamp_pool, 0, frames[frame].timestamp_count, sizeof(uint64_t) * max_timestamp_query_elements, frames[frame].timestamp_result_values.ptr(), sizeof(uint64_t), VK_QUERY_RESULT_64_BIT);
		vkCmdResetQueryPool(frames[frame].setup_command_buffer, frames[frame].timestamp_pool, 0, frames[frame].timestamp_count);
		SWAP(frames[frame].timestamp_names, frames[frame].timestamp_result_names);
		SWAP(frames[frame].timestamp_cpu_values, frames[frame].timestamp_cpu_result_values);
	}
	frames[frame].timestamp_result_count = frames[frame].timestamp_count;
	frames[frame].timestamp_count = 0;
	frames[frame].index = Engine::get_singleton()->get_frames_drawn();
}
VkSampleCountFlagBits RenderingDeviceVulkan::_ensure_supported_sample_count(TextureSamples p_requested_sample_count) const {
	VkSampleCountFlags sample_count_flags = limits.framebufferColorSampleCounts & limits.framebufferDepthSampleCounts;
	if (sample_count_flags & rasterization_sample_count[p_requested_sample_count]) {
		
		return rasterization_sample_count[p_requested_sample_count];
	} else {
		
		VkSampleCountFlagBits sample_count = rasterization_sample_count[p_requested_sample_count];
		while (sample_count > VK_SAMPLE_COUNT_1_BIT) {
			if (sample_count_flags & sample_count) {
				return sample_count;
			}
			sample_count = (VkSampleCountFlagBits)(sample_count >> 1);
		}
	}
	return VK_SAMPLE_COUNT_1_BIT;
}
void RenderingDeviceVulkan::swap_buffers() {