### 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
r_alloc_size = p_amount;
	while (true) {
		r_alloc_offset = 0;
		
		if (staging_buffer_blocks[staging_buffer_current].frame_used == frames_drawn) {
			
			uint32_t write_from = staging_buffer_blocks[staging_buffer_current].fill_amount;
			{
				uint32_t align_remainder = write_from % p_required_align;
				if (align_remainder != 0) {
					write_from += p_required_align - align_remainder;
				}
			}
			int32_t available_bytes = int32_t(staging_buffer_block_size) - int32_t(write_from);
			if ((int32_t)p_amount < available_bytes) {
				
				r_alloc_offset = write_from;
			} else if (p_can_segment && available_bytes >= (int32_t)p_required_align) {