### 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 width, height, depth;
	uint32_t image_size = get_image_format_required_size(tex->format, tex->width, tex->height, p_2d ? 1 : tex->depth, tex->mipmaps, &width, &height, &depth);
	Vector<uint8_t> image_data;
	image_data.resize(image_size);
	void *img_mem;
	vmaMapMemory(allocator, p_allocation, &img_mem);
	uint32_t blockw, blockh;
	get_compressed_image_format_block_dimensions(tex->format, blockw, blockh);
	uint32_t block_size = get_compressed_image_format_block_byte_size(tex->format);
	uint32_t pixel_size = get_image_format_pixel_size(tex->format);
	{
		uint8_t *w = image_data.ptrw();
		uint32_t mipmap_offset = 0;
		for (uint32_t mm_i = 0; mm_i < tex->mipmaps; mm_i++) {
			uint32_t image_total = get_image_format_required_size(tex->format, tex->width, tex->height, p_2d ? 1 : tex->depth, mm_i + 1, &width, &height, &depth);
			uint8_t *write_ptr_mipmap = w + mipmap_offset;
			image_size = image_total - mipmap_offset;
			VkImageSubresource image_sub_resorce;
			image_sub_resorce.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
			image_sub_resorce.arrayLayer = p_layer;