### 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
src_stage |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
		src_access |= VK_ACCESS_SHADER_WRITE_BIT;
	}
	for (uint32_t i = 0; i < image_barrier_count; i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_storage_textures[i]);
		VkImageMemoryBarrier &image_memory_barrier = image_barriers[i];
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = src_access;
		image_memory_barrier.dstAccessMask = access_flags;
		image_memory_barrier.oldLayout = texture->layout;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		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;
		texture->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	}
	draw_list_storage_textures.clear();
	
	
	
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = src_access;