### 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)

RID id = render_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::render_pipeline_is_valid(RID p_pipeline) {
	_THREAD_SAFE_METHOD_
	return render_pipeline_owner.owns(p_pipeline);
}
RID RenderingDeviceVulkan::compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants) {
	_THREAD_SAFE_METHOD_
	
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_NULL_V(shader, RID());
	ERR_FAIL_COND_V_MSG(!shader->is_compute, RID(),
			"Non-compute shaders can't be used in compute pipelines");
	
	VkComputePipelineCreateInfo compute_pipeline_create_info;
	compute_pipeline_create_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
	compute_pipeline_create_info.pNext = nullptr;
	compute_pipeline_create_info.flags = 0;
	compute_pipeline_create_info.stage = shader->pipeline_stages[0];
	compute_pipeline_create_info.layout = shader->pipeline_layout;
	compute_pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE;
	compute_pipeline_create_info.basePipelineIndex = 0;
	VkSpecializationInfo specialization_info;
	Vector<VkSpecializationMapEntry> specialization_map_entries;