### 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_
	FramebufferPass pass;
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
		ERR_FAIL_COND_V_MSG(texture && texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
		if (texture && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			pass.depth_attachment = i;
		} else if (texture && texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
			pass.vrs_attachment = i;
		} else {
			if (texture && texture->is_resolve_buffer) {
				pass.resolve_attachments.push_back(i);
			} else {
				pass.color_attachments.push_back(texture ? i : FramebufferPass::ATTACHMENT_UNUSED);
			}
		}
	}
	Vector<FramebufferPass> passes;
	passes.push_back(pass);
	return framebuffer_create_multipass(p_texture_attachments, passes, p_format_check, p_view_count);
}
RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {