### 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
uint32_t textures_to_storage_count = uniform_set->mutable_storage_textures.size();
	Texture **textures_to_sampled = uniform_set->mutable_sampled_textures.ptrw();
	VkImageMemoryBarrier *texture_barriers = nullptr;
	if (textures_to_sampled_count + textures_to_storage_count) {
		texture_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * (textures_to_sampled_count + textures_to_storage_count));
	}
	uint32_t texture_barrier_count = 0;
	uint32_t src_stage_flags = 0;
	for (uint32_t i = 0; i < textures_to_sampled_count; i++) {
		if (textures_to_sampled[i]->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			src_stage_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
			VkImageMemoryBarrier &image_memory_barrier = texture_barriers[texture_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.oldLayout = textures_to_sampled[i]->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = textures_to_sampled[i]->image;
			image_memory_barrier.subresourceRange.aspectMask = textures_to_sampled[i]->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = textures_to_sampled[i]->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = textures_to_sampled[i]->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = textures_to_sampled[i]->base_layer;
			image_memory_barrier.subresourceRange.layerCount = textures_to_sampled[i]->layers;
			textures_to_sampled[i]->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			cl->state.textures_to_sampled_layout.erase(textures_to_sampled[i]);
		}
		if (textures_to_sampled[i]->used_in_frame != frames_drawn) {