### 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)

"Too few indices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
		ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
				"Index amount (" + itos(to_draw) + ") must be a multiple of the amount of indices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
#endif
		vkCmdDrawIndexed(dl->command_buffer, to_draw, p_instances, dl->validation.index_array_offset, 0, 0);
	} else {
		uint32_t to_draw;
		if (p_procedural_vertices > 0) {
#ifdef DEBUG_ENABLED
			ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != INVALID_ID,
					"Procedural vertices requested, but pipeline expects a vertex array.");
#endif
			to_draw = p_procedural_vertices;
		} else {
#ifdef DEBUG_ENABLED
			ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format == INVALID_ID,
					"Draw command lacks indices, but pipeline format does not use vertices.");
#endif
			to_draw = dl->validation.vertex_array_size;
		}
#ifdef DEBUG_ENABLED
		ERR_FAIL_COND_MSG(to_draw < dl->validation.pipeline_primitive_minimum,
				"Too few vertices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
		ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
				"Vertex amount (" + itos(to_draw) + ") must be a multiple of the amount of vertices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
#endif
		vkCmdDraw(dl->command_buffer, to_draw, p_instances, 0, 0);
	}
}
void RenderingDeviceVulkan::draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) {