### 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_tex = texture_owner.get_or_null(p_from_texture);
	ERR_FAIL_COND_V(!src_tex, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V_MSG(src_tex->bound, ERR_INVALID_PARAMETER,
			"Source texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to copy this texture.");
	ERR_FAIL_COND_V_MSG(!(src_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), ERR_INVALID_PARAMETER,
			"Source texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT` to be set to be retrieved.");
	ERR_FAIL_COND_V_MSG(src_tex->type != TEXTURE_TYPE_2D, ERR_INVALID_PARAMETER, "Source texture must be 2D (or a slice of a 3D/Cube texture)");
	ERR_FAIL_COND_V_MSG(src_tex->samples == TEXTURE_SAMPLES_1, ERR_INVALID_PARAMETER, "Source texture must be multisampled.");
	Texture *dst_tex = texture_owner.get_or_null(p_to_texture);
	ERR_FAIL_COND_V(!dst_tex, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V_MSG(dst_tex->bound, ERR_INVALID_PARAMETER,
			"Destination texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to copy this texture.");
	ERR_FAIL_COND_V_MSG(!(dst_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_TO_BIT), ERR_INVALID_PARAMETER,
			"Destination texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT` to be set to be retrieved.");
	ERR_FAIL_COND_V_MSG(dst_tex->type != TEXTURE_TYPE_2D, ERR_INVALID_PARAMETER, "Destination texture must be 2D (or a slice of a 3D/Cube texture).");
	ERR_FAIL_COND_V_MSG(dst_tex->samples != TEXTURE_SAMPLES_1, ERR_INVALID_PARAMETER, "Destination texture must not be multisampled.");
	ERR_FAIL_COND_V_MSG(src_tex->format != dst_tex->format, ERR_INVALID_PARAMETER, "Source and Destination textures must be the same format.");
	ERR_FAIL_COND_V_MSG(src_tex->width != dst_tex->width && src_tex->height != dst_tex->height && src_tex->depth != dst_tex->depth, ERR_INVALID_PARAMETER, "Source and Destination textures must have the same dimensions.");
	ERR_FAIL_COND_V_MSG(src_tex->read_aspect_mask != dst_tex->read_aspect_mask, ERR_INVALID_PARAMETER,
			"Source and destination texture must be of the same type (color or depth).");
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	{