### 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_
	Texture *src_texture = texture_owner.get_or_null(p_with_texture);
	ERR_FAIL_COND_V(!src_texture, RID());
	if (src_texture->owner.is_valid()) { 
		p_with_texture = src_texture->owner;
		src_texture = texture_owner.get_or_null(src_texture->owner);
		ERR_FAIL_COND_V(!src_texture, RID()); 
	}
	
	Texture texture = *src_texture;
	VkImageViewCreateInfo image_view_create_info;
	image_view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
	image_view_create_info.pNext = nullptr;
	image_view_create_info.flags = 0;
	image_view_create_info.image = texture.image;
	static const VkImageViewType view_types[TEXTURE_TYPE_MAX] = {