### 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)

textures_to_sampled[i]->used_in_frame = frames_drawn;
			textures_to_sampled[i]->used_in_transfer = false;
			textures_to_sampled[i]->used_in_raster = false;
		}
		textures_to_sampled[i]->used_in_compute = true;
	}
	Texture **textures_to_storage = uniform_set->mutable_storage_textures.ptrw();
	for (uint32_t i = 0; i < textures_to_storage_count; i++) {
		if (textures_to_storage[i]->layout != VK_IMAGE_LAYOUT_GENERAL) {
			uint32_t src_access_flags = 0;
			if (textures_to_storage[i]->used_in_frame == frames_drawn) {
				if (textures_to_storage[i]->used_in_compute) {
					src_stage_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_raster) {
					src_stage_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_transfer) {
					src_stage_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
					src_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
				}
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;
				textures_to_storage[i]->used_in_transfer = false;
			} else {
				src_access_flags = 0;
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;