### 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)

src_access |= VK_ACCESS_SHADER_WRITE_BIT;
	}
	for (uint32_t i = 0; i < image_barrier_count; i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_storage_textures[i]);
		VkImageMemoryBarrier &image_memory_barrier = image_barriers[i];
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = src_access;
		image_memory_barrier.dstAccessMask = access_flags;
		image_memory_barrier.oldLayout = texture->layout;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = texture->image;
		image_memory_barrier.subresourceRange.aspectMask = texture->read_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = texture->base_mipmap;
		image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
		image_memory_barrier.subresourceRange.layerCount = texture->layers;
		texture->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	}
	draw_list_storage_textures.clear();
	
	
	
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = src_access;
	mem_barrier.dstAccessMask = access_flags;