### 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_
	_free_dependencies(p_id); 
	_free_internal(p_id);
}
void RenderingDeviceVulkan::set_resource_name(RID p_id, const String p_name) {
	if (texture_owner.owns(p_id)) {
		Texture *texture = texture_owner.get_or_null(p_id);
		if (texture->owner.is_null()) {
			
			context->set_object_name(VK_OBJECT_TYPE_IMAGE, uint64_t(texture->image), p_name);
		}
		context->set_object_name(VK_OBJECT_TYPE_IMAGE_VIEW, uint64_t(texture->view), p_name + " View");
	} else if (framebuffer_owner.owns(p_id)) {
		
		
	} else if (sampler_owner.owns(p_id)) {
		VkSampler *sampler = sampler_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_SAMPLER, uint64_t(*sampler), p_name);
	} else if (vertex_buffer_owner.owns(p_id)) {
		Buffer *vertex_buffer = vertex_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(vertex_buffer->buffer), p_name);
	} else if (index_buffer_owner.owns(p_id)) {
		IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(index_buffer->buffer), p_name);
	} else if (shader_owner.owns(p_id)) {
		Shader *shader = shader_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE_LAYOUT, uint64_t(shader->pipeline_layout), p_name + " Pipeline Layout");
		for (int i = 0; i < shader->sets.size(); i++) {
			context->set_object_name(VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, uint64_t(shader->sets[i].descriptor_set_layout), p_name);
		}