### 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
uint32_t block_size = get_compressed_image_format_block_byte_size(texture->format);
						
						uint32_t xb = x / block_w;
						uint32_t yb = y / block_h;
						uint32_t wb = width / block_w;
						
						uint32_t region_wb = region_w / block_w;
						uint32_t region_hb = region_h / block_h;
						_copy_region(read_ptr, write_ptr, xb, yb, region_wb, region_hb, wb, block_size);
					} else {
						
						
						_copy_region(read_ptr, write_ptr, x, y, region_w, region_h, width, pixel_size);
					}
					{ 
						vmaUnmapMemory(allocator, staging_buffer_blocks[staging_buffer_current].allocation);
					}
					VkBufferImageCopy buffer_image_copy;
					buffer_image_copy.bufferOffset = alloc_offset;
					buffer_image_copy.bufferRowLength = 0; 
					buffer_image_copy.bufferImageHeight = 0; 
					buffer_image_copy.imageSubresource.aspectMask = texture->read_aspect_mask;
					buffer_image_copy.imageSubresource.mipLevel = mm_i;
					buffer_image_copy.imageSubresource.baseArrayLayer = p_layer;
					buffer_image_copy.imageSubresource.layerCount = 1;
					buffer_image_copy.imageOffset.x = x;
					buffer_image_copy.imageOffset.y = y;
					buffer_image_copy.imageOffset.z = z;
					buffer_image_copy.imageExtent.width = region_logic_w;