### 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
textures_to_sampled[i]->used_in_frame = frames_drawn;
			textures_to_sampled[i]->used_in_transfer = false;
			textures_to_sampled[i]->used_in_raster = false;
		}
		textures_to_sampled[i]->used_in_compute = true;
	}
	Texture **textures_to_storage = uniform_set->mutable_storage_textures.ptrw();
	for (uint32_t i = 0; i < textures_to_storage_count; i++) {
		if (textures_to_storage[i]->layout != VK_IMAGE_LAYOUT_GENERAL) {
			uint32_t src_access_flags = 0;
			if (textures_to_storage[i]->used_in_frame == frames_drawn) {
				if (textures_to_storage[i]->used_in_compute) {
					src_stage_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_raster) {
					src_stage_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_transfer) {
					src_stage_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
					src_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
				}
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;
				textures_to_storage[i]->used_in_transfer = false;
			} else {
				src_access_flags = 0;
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;