### 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
VK_IMAGE_VIEW_TYPE_1D_ARRAY,
		VK_IMAGE_VIEW_TYPE_2D_ARRAY,
		VK_IMAGE_VIEW_TYPE_CUBE_ARRAY,
	};
	image_view_create_info.viewType = view_types[texture.type];
	image_view_create_info.format = vulkan_formats[texture.format];
	static const VkComponentSwizzle component_swizzles[TEXTURE_SWIZZLE_MAX] = {
		VK_COMPONENT_SWIZZLE_IDENTITY,
		VK_COMPONENT_SWIZZLE_ZERO,
		VK_COMPONENT_SWIZZLE_ONE,
		VK_COMPONENT_SWIZZLE_R,
		VK_COMPONENT_SWIZZLE_G,
		VK_COMPONENT_SWIZZLE_B,
		VK_COMPONENT_SWIZZLE_A
	};
	
	image_view_create_info.components.r = component_swizzles[TEXTURE_SWIZZLE_R];
	image_view_create_info.components.g = component_swizzles[TEXTURE_SWIZZLE_G];
	image_view_create_info.components.b = component_swizzles[TEXTURE_SWIZZLE_B];
	image_view_create_info.components.a = component_swizzles[TEXTURE_SWIZZLE_A];
	image_view_create_info.subresourceRange.baseMipLevel = 0;
	image_view_create_info.subresourceRange.levelCount = texture.mipmaps;
	image_view_create_info.subresourceRange.baseArrayLayer = 0;
	image_view_create_info.subresourceRange.layerCount = texture.layers;
	if (texture.usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
		image_view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
	} else {
		image_view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
	}
	VkResult err = vkCreateImageView(device, &image_view_create_info, nullptr, &texture.view);