### 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)

uint32_t barrier_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	uint32_t access_flags = VK_ACCESS_SHADER_READ_BIT;
	_compute_list_add_barrier(BARRIER_MASK_COMPUTE, barrier_flags, access_flags);
}
void RenderingDeviceVulkan::_compute_list_add_barrier(BitField<BarrierMask> p_post_barrier, uint32_t p_barrier_flags, uint32_t p_access_flags) {
	ERR_FAIL_NULL(compute_list);
	VkImageMemoryBarrier *image_barriers = nullptr;
	uint32_t image_barrier_count = compute_list->state.textures_to_sampled_layout.size();
	if (image_barrier_count) {
		image_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * image_barrier_count);
	}
	image_barrier_count = 0; 
	for (Texture *E : compute_list->state.textures_to_sampled_layout) {
		if (E->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			VkImageMemoryBarrier &image_memory_barrier = image_barriers[image_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = p_access_flags;
			image_memory_barrier.oldLayout = E->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;