### 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)


return subgroup_capabilities.size;
		}
		case LIMIT_SUBGROUP_MIN_SIZE: {
			VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
			return subgroup_capabilities.min_size;
		}
		case LIMIT_SUBGROUP_MAX_SIZE: {
			VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
			return subgroup_capabilities.max_size;
		}
		case LIMIT_SUBGROUP_IN_SHADERS: {
			VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
			return subgroup_capabilities.supported_stages_flags_rd();
		}
		case LIMIT_SUBGROUP_OPERATIONS: {
			VulkanContext::SubgroupCapabilities subgroup_capabilities = context->get_subgroup_capabilities();
			return subgroup_capabilities.supported_operations_flags_rd();
		}
		case LIMIT_VRS_TEXEL_WIDTH: {
			return context->get_vrs_capabilities().texel_size.x;
		}
		case LIMIT_VRS_TEXEL_HEIGHT: {
			return context->get_vrs_capabilities().texel_size.y;
		}
		default:
			ERR_FAIL_V(0);
	}
	return 0;
}
void RenderingDeviceVulkan::finalize() {