### 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)


if (image_barrier_count > 0 || p_post_barrier != BARRIER_MASK_NO_BARRIER) {
		vkCmdPipelineBarrier(frames[frame].draw_command_buffer, src_stage, barrier_flags, 0, 1, &mem_barrier, 0, nullptr, image_barrier_count, image_barriers);
	}
#ifdef FORCE_FULL_BARRIER
	_full_barrier(true);
#endif
}
RenderingDevice::ComputeListID RenderingDeviceVulkan::compute_list_begin(bool p_allow_draw_overlap) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(!p_allow_draw_overlap && draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
	
	_THREAD_SAFE_LOCK_
	compute_list = memnew(ComputeList);
	compute_list->command_buffer = frames[frame].draw_command_buffer;
	compute_list->state.allow_draw_overlap = p_allow_draw_overlap;
	return ID_TYPE_COMPUTE_LIST;
}
void RenderingDeviceVulkan::compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline) {
	
	ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
	ComputeList *cl = compute_list;
	const ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_compute_pipeline);
	ERR_FAIL_NULL(pipeline);
	if (p_compute_pipeline == cl->state.pipeline) {
		return; 
	}
	cl->state.pipeline = p_compute_pipeline;
	cl->state.pipeline_layout = pipeline->pipeline_layout;