### 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(p_mipmaps == 0, 0);
	uint32_t w = p_width;
	uint32_t h = p_height;
	uint32_t d = p_depth;
	uint32_t size = 0;
	uint32_t pixel_size = get_image_format_pixel_size(p_format);
	uint32_t pixel_rshift = get_compressed_image_format_pixel_rshift(p_format);
	uint32_t blockw, blockh;
	get_compressed_image_format_block_dimensions(p_format, blockw, blockh);
	for (uint32_t i = 0; i < p_mipmaps; i++) {
		uint32_t bw = w % blockw != 0 ? w + (blockw - w % blockw) : w;
		uint32_t bh = h % blockh != 0 ? h + (blockh - h % blockh) : h;
		uint32_t s = bw * bh;
		s *= pixel_size;
		s >>= pixel_rshift;
		size += s * d;
		if (r_blockw) {
			*r_blockw = bw;
		}
		if (r_blockh) {
			*r_blockh = bh;
		}
		if (r_depth) {
			*r_depth = d;
		}
		w = MAX(blockw, w >> 1);
		h = MAX(blockh, h >> 1);
		d = MAX(1u, d >> 1);