### 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(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_x_threads == 0, "Dispatch amount of X compute threads (" + itos(p_x_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_y_threads == 0, "Dispatch amount of Y compute threads (" + itos(p_y_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_z_threads == 0, "Dispatch amount of Z compute threads (" + itos(p_z_threads) + ") is zero.");
#endif
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
	if (cl->validation.pipeline_push_constant_size > 0) {
		
		ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
				"The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
	}
#endif
	compute_list_dispatch(p_list, (p_x_threads - 1) / cl->state.local_group_size[0] + 1, (p_y_threads - 1) / cl->state.local_group_size[1] + 1, (p_z_threads - 1) / cl->state.local_group_size[2] + 1);
}
void RenderingDeviceVulkan::compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) {