### 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
return _texture_update(p_texture, p_layer, p_data, p_post_barrier, false);
}
static _ALWAYS_INLINE_ void _copy_region(uint8_t const *__restrict p_src, uint8_t *__restrict p_dst, uint32_t p_src_x, uint32_t p_src_y, uint32_t p_src_w, uint32_t p_src_h, uint32_t p_src_full_w, uint32_t p_unit_size) {
	uint32_t src_offset = (p_src_y * p_src_full_w + p_src_x) * p_unit_size;
	uint32_t dst_offset = 0;
	for (uint32_t y = p_src_h; y > 0; y--) {
		uint8_t const *__restrict src = p_src + src_offset;
		uint8_t *__restrict dst = p_dst + dst_offset;
		for (uint32_t x = p_src_w * p_unit_size; x > 0; x--) {
			*dst = *src;
			src++;
			dst++;
		}
		src_offset += p_src_full_w * p_unit_size;
		dst_offset += p_src_w * p_unit_size;
	}
}
Error RenderingDeviceVulkan::_texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, bool p_use_setup_queue) {