### 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_
	
	VkImage image = (VkImage)p_image;
	Texture texture;
	texture.image = image;
	
	
	
	texture.type = p_type;
	texture.format = p_format;
	texture.samples = p_samples;
	texture.width = p_width;
	texture.height = p_height;
	texture.depth = p_depth;
	texture.layers = p_layers;
	texture.mipmaps = 1;
	texture.usage_flags = p_flags;
	texture.base_mipmap = 0;
	texture.base_layer = 0;
	texture.allowed_shared_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
	texture.allowed_shared_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
	
	if (texture.usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	} else if (texture.usage_flags & TEXTURE_USAGE_STORAGE_BIT) {