### 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)


#ifndef DEBUG_ENABLED
	ERR_PRINT("Full barrier is debug-only, should not be used in production");
#endif
	_full_barrier(true);
}
#if 0
void RenderingDeviceVulkan::draw_list_render_secondary_to_framebuffer(ID p_framebuffer, ID *p_draw_lists, uint32_t p_draw_list_count, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Variant> &p_clear_colors) {
	VkCommandBuffer frame_cmdbuf = frames[frame].frame_buffer;
	ERR_FAIL_NULL(frame_cmdbuf);
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->get_render_pass();
	render_pass_begin.framebuffer = context->get_frame_framebuffer(frame);
	render_pass_begin.renderArea.extent.width = context->get_screen_width(p_screen);
	render_pass_begin.renderArea.extent.height = context->get_screen_height(p_screen);
	render_pass_begin.renderArea.offset.x = 0;
	render_pass_begin.renderArea.offset.y = 0;
	render_pass_begin.clearValueCount = 1;