### 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)

barrier_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
		access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
	}
	if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {
		barrier_flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT ;
		access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT ;
	}
	if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {
		barrier_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT ;
		access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT ;
	}
	if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
		barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
		access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
	}
	if (barrier_flags == 0) {
		barrier_flags = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
	}
	draw_list_bound_textures.clear();
	VkImageMemoryBarrier *image_barriers = nullptr;
	uint32_t image_barrier_count = draw_list_storage_textures.size();
	if (image_barrier_count) {
		image_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * draw_list_storage_textures.size());
	}
	uint32_t src_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
			VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
	uint32_t src_access =
			VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
	if (image_barrier_count) {
		src_stage |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;