### 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)

image_memory_barrier.image = E->image;
			image_memory_barrier.subresourceRange.aspectMask = E->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = E->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = E->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = E->base_layer;
			image_memory_barrier.subresourceRange.layerCount = E->layers;
			E->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		}
		if (E->used_in_frame != frames_drawn) {
			E->used_in_transfer = false;
			E->used_in_raster = false;
			E->used_in_compute = false;
			E->used_in_frame = frames_drawn;
		}
	}
	if (p_barrier_flags) {
		VkMemoryBarrier mem_barrier;
		mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
		mem_barrier.pNext = nullptr;
		mem_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
		mem_barrier.dstAccessMask = p_access_flags;
		vkCmdPipelineBarrier(compute_list->command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, p_barrier_flags, 0, 1, &mem_barrier, 0, nullptr, image_barrier_count, image_barriers);
	} else if (image_barrier_count) {
		vkCmdPipelineBarrier(compute_list->command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, image_barrier_count, image_barriers);
	}
#ifdef FORCE_FULL_BARRIER
	_full_barrier(true);
#endif
}
void RenderingDeviceVulkan::compute_list_end(BitField<BarrierMask> p_post_barrier) {