### 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
image_memory_barrier.subresourceRange.levelCount = tex->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = p_layer;
			image_memory_barrier.subresourceRange.layerCount = 1;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
		}
		_flush(true);
		void *buffer_mem;
		VkResult vkerr = vmaMapMemory(allocator, tmp_buffer.allocation, &buffer_mem);
		ERR_FAIL_COND_V_MSG(vkerr, Vector<uint8_t>(), "vmaMapMemory failed with error " + itos(vkerr) + ".");
		Vector<uint8_t> buffer_data;
		{
			buffer_data.resize(buffer_size);
			uint8_t *w = buffer_data.ptrw();
			memcpy(w, buffer_mem, buffer_size);
		}
		vmaUnmapMemory(allocator, tmp_buffer.allocation);
		_buffer_free(&tmp_buffer);
		return buffer_data;
	}
}
bool RenderingDeviceVulkan::texture_is_shared(RID p_texture) {
	_THREAD_SAFE_METHOD_
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!tex, false);
	return tex->owner.is_valid();
}
bool RenderingDeviceVulkan::texture_is_valid(RID p_texture) {
	return texture_owner.owns(p_texture);
}
Size2i RenderingDeviceVulkan::texture_size(RID p_texture) {