### 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
ERR_FAIL_COND_MSG(draw_list != nullptr, "Capturing timestamps during draw list creation is not allowed. Offending timestamp was: " + p_name);
	ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
	
	{
		VkMemoryBarrier memoryBarrier;
		memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
		memoryBarrier.pNext = nullptr;
		memoryBarrier.srcAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT |
				VK_ACCESS_INDEX_READ_BIT |
				VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT |
				VK_ACCESS_UNIFORM_READ_BIT |
				VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
				VK_ACCESS_SHADER_READ_BIT |
				VK_ACCESS_SHADER_WRITE_BIT |
				VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
				VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
				VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
				VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
				VK_ACCESS_TRANSFER_READ_BIT |
				VK_ACCESS_TRANSFER_WRITE_BIT |
				VK_ACCESS_HOST_READ_BIT |
				VK_ACCESS_HOST_WRITE_BIT;
		memoryBarrier.dstAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT |
				VK_ACCESS_INDEX_READ_BIT |
				VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT |
				VK_ACCESS_UNIFORM_READ_BIT |
				VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
				VK_ACCESS_SHADER_READ_BIT |
				VK_ACCESS_SHADER_WRITE_BIT |
				VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |