### 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)

ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_x_groups == 0, "Dispatch amount of X compute groups (" + itos(p_x_groups) + ") is zero.");
	ERR_FAIL_COND_MSG(p_z_groups == 0, "Dispatch amount of Z compute groups (" + itos(p_z_groups) + ") is zero.");
	ERR_FAIL_COND_MSG(p_y_groups == 0, "Dispatch amount of Y compute groups (" + itos(p_y_groups) + ") is zero.");
	ERR_FAIL_COND_MSG(p_x_groups > limits.maxComputeWorkGroupCount[0],
			"Dispatch amount of X compute groups (" + itos(p_x_groups) + ") is larger than device limit (" + itos(limits.maxComputeWorkGroupCount[0]) + ")");
	ERR_FAIL_COND_MSG(p_y_groups > limits.maxComputeWorkGroupCount[1],
			"Dispatch amount of Y compute groups (" + itos(p_y_groups) + ") is larger than device limit (" + itos(limits.maxComputeWorkGroupCount[1]) + ")");
	ERR_FAIL_COND_MSG(p_z_groups > limits.maxComputeWorkGroupCount[2],
			"Dispatch amount of Z compute groups (" + itos(p_z_groups) + ") is larger than device limit (" + itos(limits.maxComputeWorkGroupCount[2]) + ")");
	ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
	if (cl->validation.pipeline_push_constant_size > 0) {