### 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
} else if (uniform_buffer_owner.owns(p_id)) {
		Buffer *uniform_buffer = uniform_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(uniform_buffer->buffer), p_name);
	} else if (texture_buffer_owner.owns(p_id)) {
		TextureBuffer *texture_buffer = texture_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(texture_buffer->buffer.buffer), p_name);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER_VIEW, uint64_t(texture_buffer->view), p_name + " View");
	} else if (storage_buffer_owner.owns(p_id)) {
		Buffer *storage_buffer = storage_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(storage_buffer->buffer), p_name);
	} else if (uniform_set_owner.owns(p_id)) {
		UniformSet *uniform_set = uniform_set_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_DESCRIPTOR_SET, uint64_t(uniform_set->descriptor_set), p_name);
	} else if (render_pipeline_owner.owns(p_id)) {
		RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE, uint64_t(pipeline->pipeline), p_name);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE_LAYOUT, uint64_t(pipeline->pipeline_layout), p_name + " Layout");
	} else if (compute_pipeline_owner.owns(p_id)) {
		ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE, uint64_t(pipeline->pipeline), p_name);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE_LAYOUT, uint64_t(pipeline->pipeline_layout), p_name + " Layout");
	} else {
		ERR_PRINT("Attempted to name invalid ID: " + itos(p_id.get_id()));
		return;
	}
#ifdef DEV_ENABLED
	resource_names[p_id] = p_name;
#endif
}
void RenderingDeviceVulkan::draw_command_begin_label(String p_label_name, const Color p_color) {