### 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)

write.pBufferInfo = nullptr;
				write.pTexelBufferView = nullptr;
				type_size = uniform.get_id_count();
			} break;
			default: {
			}
		}
		writes.push_back(write);
		ERR_FAIL_COND_V_MSG(pool_key.uniform_type[set_uniform.type] == MAX_DESCRIPTOR_POOL_ELEMENT, RID(),
				"Uniform set reached the limit of bindings for the same type (" + itos(MAX_DESCRIPTOR_POOL_ELEMENT) + ").");
		pool_key.uniform_type[set_uniform.type] += type_size;
	}
	
	DescriptorPool *pool = _descriptor_pool_allocate(pool_key);
	ERR_FAIL_NULL_V(pool, RID());
	VkDescriptorSetAllocateInfo descriptor_set_allocate_info;
	descriptor_set_allocate_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
	descriptor_set_allocate_info.pNext = nullptr;
	descriptor_set_allocate_info.descriptorPool = pool->pool;
	descriptor_set_allocate_info.descriptorSetCount = 1;
	descriptor_set_allocate_info.pSetLayouts = &shader->sets[p_shader_set].descriptor_set_layout;
	VkDescriptorSet descriptor_set;
	VkResult res = vkAllocateDescriptorSets(device, &descriptor_set_allocate_info, &descriptor_set);
	if (res) {
		_descriptor_pool_free(pool_key, pool); 
		ERR_FAIL_V_MSG(RID(), "Cannot allocate descriptor sets, error " + itos(res) + ".");
	}
	UniformSet uniform_set;
	uniform_set.pool = pool;
	uniform_set.pool_key = pool_key;