### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG((draw_list || compute_list) && !p_use_setup_queue, ERR_INVALID_PARAMETER,
			"Updating textures is forbidden during creation of a draw or compute list");
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!texture, ERR_INVALID_PARAMETER);
	if (texture->owner != RID()) {
		p_texture = texture->owner;
		texture = texture_owner.get_or_null(texture->owner);
		ERR_FAIL_COND_V(!texture, ERR_BUG); 
	}
	ERR_FAIL_COND_V_MSG(texture->bound, ERR_CANT_ACQUIRE_RESOURCE,
			"Texture can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to update this texture.");
	ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_CAN_UPDATE_BIT), ERR_INVALID_PARAMETER,
			"Texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT` to be set to be updatable.");
	uint32_t layer_count = texture->layers;
	if (texture->type == TEXTURE_TYPE_CUBE || texture->type == TEXTURE_TYPE_CUBE_ARRAY) {
		layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_layer >= layer_count, ERR_INVALID_PARAMETER);
	uint32_t width, height;
	uint32_t image_size = get_image_format_required_size(texture->format, texture->width, texture->height, texture->depth, texture->mipmaps, &width, &height);
	uint32_t required_size = image_size;
	uint32_t required_align = get_compressed_image_format_block_byte_size(texture->format);
	if (required_align == 1) {
		required_align = get_image_format_pixel_size(texture->format);
	}
	if ((required_align % 4) != 0) { 
		required_align *= 4;
	}