### 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
ERR_FAIL_COND_V(p_format.mipmaps < 1, RID());
	image_create_info.mipLevels = p_format.mipmaps;
	if (p_format.texture_type == TEXTURE_TYPE_1D_ARRAY || p_format.texture_type == TEXTURE_TYPE_2D_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE) {
		ERR_FAIL_COND_V_MSG(p_format.array_layers < 1, RID(),
				"Amount of layers must be equal or greater than 1 for arrays and cubemaps.");
		ERR_FAIL_COND_V_MSG((p_format.texture_type == TEXTURE_TYPE_CUBE_ARRAY || p_format.texture_type == TEXTURE_TYPE_CUBE) && (p_format.array_layers % 6) != 0, RID(),
				"Cubemap and cubemap array textures must provide a layer number that is multiple of 6");
		image_create_info.arrayLayers = p_format.array_layers;
	} else {
		image_create_info.arrayLayers = 1;
	}
	ERR_FAIL_INDEX_V(p_format.samples, TEXTURE_SAMPLES_MAX, RID());
	image_create_info.samples = _ensure_supported_sample_count(p_format.samples);
	image_create_info.tiling = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? VK_IMAGE_TILING_LINEAR : VK_IMAGE_TILING_OPTIMAL;
	
	image_create_info.usage = 0;
	if (p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) {
		image_create_info.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
	}
	if (p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT) {
		image_create_info.usage |= VK_IMAGE_USAGE_STORAGE_BIT;
	}
	if (p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
		image_create_info.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
	}
	if (p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
		image_create_info.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
	}
	if (p_format.usage_bits & TEXTURE_USAGE_INPUT_ATTACHMENT_BIT) {
		image_create_info.usage |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;