### 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)

VkClearColorValue clear_color;
	clear_color.float32[0] = p_color.r;
	clear_color.float32[1] = p_color.g;
	clear_color.float32[2] = p_color.b;
	clear_color.float32[3] = p_color.a;
	VkImageSubresourceRange range;
	range.aspectMask = src_tex->read_aspect_mask;
	range.baseArrayLayer = src_tex->base_layer + p_base_layer;
	range.layerCount = p_layers;
	range.baseMipLevel = src_tex->base_mipmap + p_base_mipmap;
	range.levelCount = p_mipmaps;
	vkCmdClearColorImage(command_buffer, src_tex->image, clear_layout, &clear_color, 1, &range);
	{ 
		uint32_t barrier_flags = 0;
		uint32_t access_flags = 0;
		if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
			barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {
			barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {
			barrier_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
			barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
			access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;