### 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)

buffer_image_copy.imageExtent.height = region_logic_h;
					buffer_image_copy.imageExtent.depth = 1;
					vkCmdCopyBufferToImage(command_buffer, staging_buffer_blocks[staging_buffer_current].buffer, texture->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &buffer_image_copy);
					staging_buffer_blocks.write[staging_buffer_current].fill_amount = alloc_offset + alloc_size;
				}
			}
		}
		mipmap_offset = image_total;
		logic_width = MAX(1u, logic_width >> 1);
		logic_height = MAX(1u, logic_height >> 1);
	}
	
	{
		uint32_t barrier_flags = 0;
		uint32_t access_flags = 0;
		if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {
			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_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_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;