### 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)


if (src_tex->type == TEXTURE_TYPE_CUBE || src_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		src_layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_base_mipmap + p_mipmaps > src_tex->mipmaps, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_base_layer + p_layers > src_layer_count, ERR_INVALID_PARAMETER);
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	VkImageLayout clear_layout = (src_tex->layout == VK_IMAGE_LAYOUT_GENERAL) ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
	
	const VkPipelineStageFlags valid_texture_stages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	constexpr VkAccessFlags read_access = VK_ACCESS_SHADER_READ_BIT;
	constexpr VkAccessFlags read_write_access = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
	const VkAccessFlags valid_texture_access = (src_tex->usage_flags & TEXTURE_USAGE_STORAGE_BIT) ? read_write_access : read_access;
	{ 
		VkImageMemoryBarrier image_memory_barrier;
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = valid_texture_access;
		image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.oldLayout = src_tex->layout;
		image_memory_barrier.newLayout = clear_layout;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = src_tex->image;
		image_memory_barrier.subresourceRange.aspectMask = src_tex->read_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = src_tex->base_mipmap + p_base_mipmap;
		image_memory_barrier.subresourceRange.levelCount = p_mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = src_tex->base_layer + p_base_layer;
		image_memory_barrier.subresourceRange.layerCount = p_layers;
		vkCmdPipelineBarrier(command_buffer, valid_texture_stages, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
	}