### 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
vmaUnmapMemory(allocator, staging_buffer_blocks[staging_buffer_current].allocation);
		
		VkBufferCopy region;
		region.srcOffset = block_write_offset;
		region.dstOffset = submit_from + p_offset;
		region.size = block_write_amount;
		vkCmdCopyBuffer(p_use_draw_command_buffer ? frames[frame].draw_command_buffer : frames[frame].setup_command_buffer, staging_buffer_blocks[staging_buffer_current].buffer, p_buffer->buffer, 1, &region);
		staging_buffer_blocks.write[staging_buffer_current].fill_amount = block_write_offset + block_write_amount;
		to_submit -= block_write_amount;
		submit_from += block_write_amount;
	}
	return OK;
}
void RenderingDeviceVulkan::_memory_barrier(VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_access, bool p_sync_with_draw) {
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = p_src_access;
	mem_barrier.dstAccessMask = p_dst_access;
	if (p_src_stage_mask == 0 || p_dst_stage_mask == 0) {
		return; 
	}
	vkCmdPipelineBarrier(p_sync_with_draw ? frames[frame].draw_command_buffer : frames[frame].setup_command_buffer, p_src_stage_mask, p_dst_stage_mask, 0, 1, &mem_barrier, 0, nullptr, 0, nullptr);
}
void RenderingDeviceVulkan::_full_barrier(bool p_sync_with_draw) {
	
	_memory_barrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
			VK_ACCESS_INDIRECT_COMMAND_READ_BIT |
					VK_ACCESS_INDEX_READ_BIT |
					VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT |