### 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)

ERR_FAIL_COND_V_MSG(required_size != (uint32_t)p_data.size(), ERR_INVALID_PARAMETER,
			"Required size for texture update (" + itos(required_size) + ") does not match data supplied size (" + itos(p_data.size()) + ").");
	uint32_t region_size = texture_upload_region_size_px;
	const uint8_t *r = p_data.ptr();
	VkCommandBuffer command_buffer = p_use_setup_queue ? frames[frame].setup_command_buffer : frames[frame].draw_command_buffer;
	
	{
		VkImageMemoryBarrier image_memory_barrier;
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = 0;
		image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.oldLayout = texture->layout;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_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->barrier_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = 0;
		image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = p_layer;
		image_memory_barrier.subresourceRange.layerCount = 1;
		vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
	}
	uint32_t mipmap_offset = 0;
	uint32_t logic_width = texture->width;
	uint32_t logic_height = texture->height;
	for (uint32_t mm_i = 0; mm_i < texture->mipmaps; mm_i++) {
		uint32_t depth;
		uint32_t image_total = get_image_format_required_size(texture->format, texture->width, texture->height, texture->depth, mm_i + 1, &width, &height, &depth);