### 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
if (p_layers != 0) {
		ERR_FAIL_COND_V_MSG(p_layers > 1 && p_slice_type != TEXTURE_SLICE_2D_ARRAY, RID(), "layer slicing only supported for 2D arrays");
		ERR_FAIL_COND_V_MSG(p_layer + p_layers > src_texture->layers, RID(), "layer slice is out of bounds");
		slice_layers = p_layers;
	} else if (p_slice_type == TEXTURE_SLICE_2D_ARRAY) {
		ERR_FAIL_COND_V_MSG(p_layer != 0, RID(), "layer must be 0 when obtaining a 2D array mipmap slice");
		slice_layers = src_texture->layers;
	} else if (p_slice_type == TEXTURE_SLICE_CUBEMAP) {
		slice_layers = 6;
	}
	Texture texture = *src_texture;
	get_image_format_required_size(texture.format, texture.width, texture.height, texture.depth, p_mipmap + 1, &texture.width, &texture.height);
	texture.mipmaps = p_mipmaps;
	texture.layers = slice_layers;
	texture.base_mipmap = p_mipmap;
	texture.base_layer = p_layer;
	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] = {
		VK_IMAGE_VIEW_TYPE_1D,
		VK_IMAGE_VIEW_TYPE_2D,
		VK_IMAGE_VIEW_TYPE_2D,
		VK_IMAGE_VIEW_TYPE_2D,
		VK_IMAGE_VIEW_TYPE_1D,
		VK_IMAGE_VIEW_TYPE_2D,
		VK_IMAGE_VIEW_TYPE_2D,
	};