### 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
VkClearColorValue clear_color;
	clear_color.float32[0] = p_color.r;
	clear_color.float32[1] = p_color.g;
	clear_color.float32[2] = p_color.b;
	clear_color.float32[3] = p_color.a;
	VkImageSubresourceRange range;
	range.aspectMask = src_tex->read_aspect_mask;
	range.baseArrayLayer = src_tex->base_layer + p_base_layer;
	range.layerCount = p_layers;
	range.baseMipLevel = src_tex->base_mipmap + p_base_mipmap;
	range.levelCount = p_mipmaps;
	vkCmdClearColorImage(command_buffer, src_tex->image, clear_layout, &clear_color, 1, &range);
	{ 
		uint32_t barrier_flags = 0;
		uint32_t access_flags = 0;
		if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
			barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {
			barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {
			barrier_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
			barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
			access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;