### 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)


ERR_FAIL_COND_V_MSG(err, RID(), "vkCreateComputePipelines failed with error " + itos(err) + ".");
	if (pipelines_cache.cache_object != VK_NULL_HANDLE) {
		_update_pipeline_cache();
	}
	pipeline.set_formats = shader->set_formats;
	pipeline.push_constant_stages_mask = shader->push_constant.vk_stages_mask;
	pipeline.pipeline_layout = shader->pipeline_layout;
	pipeline.shader = p_shader;
	pipeline.push_constant_size = shader->push_constant.size;
	pipeline.local_group_size[0] = shader->compute_local_size[0];
	pipeline.local_group_size[1] = shader->compute_local_size[1];
	pipeline.local_group_size[2] = shader->compute_local_size[2];
	
	RID id = compute_pipeline_owner.make_rid(pipeline);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	
	_add_dependency(id, p_shader);
	return id;
}
bool RenderingDeviceVulkan::compute_pipeline_is_valid(RID p_pipeline) {
	return compute_pipeline_owner.owns(p_pipeline);
}
int RenderingDeviceVulkan::screen_get_width(DisplayServer::WindowID p_screen) const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), -1, "Local devices have no screen");
	return context->window_get_width(p_screen);
}
int RenderingDeviceVulkan::screen_get_height(DisplayServer::WindowID p_screen) const {