### 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 = src_tex->image;
			image_memory_barrier.subresourceRange.aspectMask = src_tex->barrier_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = src_tex->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = 1;
			image_memory_barrier.subresourceRange.baseArrayLayer = src_tex->base_layer;
			image_memory_barrier.subresourceRange.layerCount = 1;
			vkCmdPipelineBarrier(command_buffer, VK_ACCESS_TRANSFER_WRITE_BIT, barrier_flags, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
		}
		{ 
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = access_flags;
			image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
			image_memory_barrier.newLayout = dst_tex->layout;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = dst_tex->image;
			image_memory_barrier.subresourceRange.aspectMask = dst_tex->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = dst_tex->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = 1;
			image_memory_barrier.subresourceRange.baseArrayLayer = dst_tex->base_layer;
			image_memory_barrier.subresourceRange.layerCount = 1;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, barrier_flags, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
		}
	}
	return OK;
}
Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, BitField<BarrierMask> p_post_barrier) {