### 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(!compute_list);
	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)) {
		barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
		access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
	}
	if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {
		barrier_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
		access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
	}
	if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
		barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
		access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
	}
	_compute_list_add_barrier(p_post_barrier, barrier_flags, access_flags);
	memdelete(compute_list);
	compute_list = nullptr;
	
	_THREAD_SAFE_UNLOCK_
}
void RenderingDeviceVulkan::barrier(BitField<BarrierMask> p_from, BitField<BarrierMask> p_to) {