### 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_V_MSG(ERR_INVALID_PARAMETER, "Buffer argument is not a valid buffer of any type.");
	}
	ERR_FAIL_COND_V_MSG(p_offset + p_size > buffer->size, ERR_INVALID_PARAMETER,
			"Attempted to write buffer (" + itos((p_offset + p_size) - buffer->size) + " bytes) past the end.");
	
	
	vkCmdFillBuffer(frames[frame].draw_command_buffer, buffer->buffer, p_offset, p_size, 0);
#ifdef FORCE_FULL_BARRIER
	_full_barrier(true);
#else
	if (dst_stage_mask == 0) {
		dst_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
	}
	_buffer_memory_barrier(buffer->buffer, p_offset, p_size, VK_PIPELINE_STAGE_TRANSFER_BIT, dst_stage_mask, VK_ACCESS_TRANSFER_WRITE_BIT, dst_access, dst_stage_mask);
#endif
	return OK;
}
Vector<uint8_t> RenderingDeviceVulkan::buffer_get_data(RID p_buffer, uint32_t p_offset, uint32_t p_size) {
	_THREAD_SAFE_METHOD_
	
	VkPipelineShaderStageCreateFlags src_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
	VkAccessFlags src_access_mask = VK_ACCESS_TRANSFER_WRITE_BIT;
	
	Buffer *buffer = _get_buffer_from_owner(p_buffer, src_stage_mask, src_access_mask, BARRIER_MASK_ALL_BARRIERS);
	if (!buffer) {
		ERR_FAIL_V_MSG(Vector<uint8_t>(), "Buffer is either invalid or this type of buffer can't be retrieved. Only Index and Vertex buffers allow retrieving.");
	}
	
	_buffer_memory_barrier(buffer->buffer, 0, buffer->size, src_stage_mask, VK_PIPELINE_STAGE_TRANSFER_BIT, src_access_mask, VK_ACCESS_TRANSFER_READ_BIT, true);
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;