### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

if (src_tex->type == TEXTURE_TYPE_CUBE || src_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		src_layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_base_mipmap + p_mipmaps > src_tex->mipmaps, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_base_layer + p_layers > src_layer_count, ERR_INVALID_PARAMETER);
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	VkImageLayout clear_layout = (src_tex->layout == VK_IMAGE_LAYOUT_GENERAL) ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
	
	const VkPipelineStageFlags valid_texture_stages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	constexpr VkAccessFlags read_access = VK_ACCESS_SHADER_READ_BIT;
	constexpr VkAccessFlags read_write_access = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
	const VkAccessFlags valid_texture_access = (src_tex->usage_flags & TEXTURE_USAGE_STORAGE_BIT) ? read_write_access : read_access;
	{ 
		VkImageMemoryBarrier image_memory_barrier;
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = valid_texture_access;
		image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.oldLayout = src_tex->layout;
		image_memory_barrier.newLayout = clear_layout;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = src_tex->image;
		image_memory_barrier.subresourceRange.aspectMask = src_tex->read_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = src_tex->base_mipmap + p_base_mipmap;
		image_memory_barrier.subresourceRange.levelCount = p_mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = src_tex->base_layer + p_base_layer;
		image_memory_barrier.subresourceRange.layerCount = p_layers;
		vkCmdPipelineBarrier(command_buffer, valid_texture_stages, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
	}