### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


cl->state.local_group_size[2] = pipeline->local_group_size[2];
	}
#ifdef DEBUG_ENABLED
	
	cl->validation.pipeline_active = true;
	cl->validation.pipeline_push_constant_size = pipeline->push_constant_size;
#endif
}
void RenderingDeviceVulkan::compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index) {
	
	ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_index >= limits.maxBoundDescriptorSets || p_index >= MAX_UNIFORM_SETS,
			"Attempting to bind a descriptor set (" + itos(p_index) + ") greater than what the hardware supports (" + itos(limits.maxBoundDescriptorSets) + ").");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
#endif
	UniformSet *uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
	ERR_FAIL_NULL(uniform_set);
	if (p_index > cl->state.set_count) {
		cl->state.set_count = p_index;
	}
	cl->state.sets[p_index].descriptor_set = uniform_set->descriptor_set; 
	cl->state.sets[p_index].bound = false; 
	cl->state.sets[p_index].uniform_set_format = uniform_set->format;
	cl->state.sets[p_index].uniform_set = p_uniform_set;
	uint32_t textures_to_sampled_count = uniform_set->mutable_sampled_textures.size();