### 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
{
			VkImageCopy image_copy_region;
			image_copy_region.srcSubresource.aspectMask = src_tex->read_aspect_mask;
			image_copy_region.srcSubresource.baseArrayLayer = p_src_layer;
			image_copy_region.srcSubresource.layerCount = 1;
			image_copy_region.srcSubresource.mipLevel = p_src_mipmap;
			image_copy_region.srcOffset.x = p_from.x;
			image_copy_region.srcOffset.y = p_from.y;
			image_copy_region.srcOffset.z = p_from.z;
			image_copy_region.dstSubresource.aspectMask = dst_tex->read_aspect_mask;
			image_copy_region.dstSubresource.baseArrayLayer = p_dst_layer;
			image_copy_region.dstSubresource.layerCount = 1;
			image_copy_region.dstSubresource.mipLevel = p_dst_mipmap;
			image_copy_region.dstOffset.x = p_to.x;
			image_copy_region.dstOffset.y = p_to.y;
			image_copy_region.dstOffset.z = p_to.z;
			image_copy_region.extent.width = p_size.x;
			image_copy_region.extent.height = p_size.y;
			image_copy_region.extent.depth = p_size.z;
			vkCmdCopyImage(command_buffer, src_tex->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_tex->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy_region);
		}
		
		uint32_t barrier_flags = 0;
		uint32_t access_flags = 0;
		if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
			barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {