### 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
clear_values.write[clear_values_count++] = clear_value;
		}
	}
	render_pass_begin.clearValueCount = clear_values_count;
	render_pass_begin.pClearValues = clear_values.ptr();
	for (int i = 0; i < p_storage_textures.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_storage_textures[i]);
		if (!texture) {
			continue;
		}
		ERR_CONTINUE_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), "Supplied storage texture " + itos(i) + " for draw list is not set to be used for storage.");
		if (texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
			
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.oldLayout = texture->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = texture->image;
			image_memory_barrier.subresourceRange.aspectMask = texture->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = texture->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
			image_memory_barrier.subresourceRange.layerCount = texture->layers;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
			texture->layout = VK_IMAGE_LAYOUT_GENERAL;