### 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
}
		if (barrier_flags == 0) {
			barrier_flags = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
		}
		VkImageMemoryBarrier image_memory_barrier;
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.dstAccessMask = access_flags;
		image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
		image_memory_barrier.newLayout = texture->layout;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = texture->image;
		image_memory_barrier.subresourceRange.aspectMask = texture->barrier_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = 0;
		image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = p_layer;
		image_memory_barrier.subresourceRange.layerCount = 1;
		vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, barrier_flags, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
	}
	if (texture->used_in_frame != frames_drawn) {
		texture->used_in_raster = false;
		texture->used_in_compute = false;
		texture->used_in_frame = frames_drawn;
	}
	texture->used_in_transfer = true;
	return OK;
}
Vector<uint8_t> RenderingDeviceVulkan::_texture_get_data_from_image(Texture *tex, VkImage p_image, VmaAllocation p_allocation, uint32_t p_layer, bool p_2d) {