### Godot version

v4.2.beta4.official [93cdacbb0], 4.1.2.stable

### System information

Godot v4.2.beta4 - Android 10 - Vulkan (Mobile)

### Issue description

This happens only when trying to run it on Android 10 using the mobile renderer.

It fails on Samsung Galaxy S9+ (Android 10).
It works on Nokia 5.4 (Android 12).

The surface tool doesn't seem generate mesh at least not visible one. It also fails to generate collision mesh as a character will fall through it.

I included an example code. 

### Steps to reproduce

Export the attached reproduction project (remember to set the renderer to mobile) and install it on an Android phone. The phone I tested is Samsung Galaxy S9+ with Android 10.


### Minimal reproduction project

[SurfaceToolBug.zip](https://github.com/godotengine/godot/files/13237789/SurfaceToolBug.zip)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
	Buffer buffer;
	uint32_t flags = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
	if (p_usage.has_flag(STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT)) {
		flags |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
	}
	Error err = _buffer_allocate(&buffer, p_size_bytes, flags, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
	ERR_FAIL_COND_V(err != OK, RID());
	if (p_data.size()) {
		uint64_t data_size = p_data.size();
		const uint8_t *r = p_data.ptr();
		_buffer_update(&buffer, 0, r, data_size);
		_buffer_memory_barrier(buffer.buffer, 0, data_size, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, false);
	}
	return storage_buffer_owner.make_rid(buffer);
}
RID RenderingDeviceVulkan::texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data) {
	_THREAD_SAFE_METHOD_
	uint32_t element_size = get_format_vertex_size(p_format);
	ERR_FAIL_COND_V_MSG(element_size == 0, RID(), "Format requested is not supported for texture buffers");
	uint64_t size_bytes = uint64_t(element_size) * p_size_elements;
	ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != size_bytes, RID());
	TextureBuffer texture_buffer;