### 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)

if (a.samples != b.samples) {
					return a.samples < b.samples;
				}
				if (a.usage_flags != b.usage_flags) {
					return a.usage_flags < b.usage_flags;
				}
			}
			return false; 
		}
	};
	VkRenderPass _render_pass_create(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, InitialAction p_initial_action, FinalAction p_final_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, uint32_t p_view_count = 1, Vector<TextureSamples> *r_samples = nullptr);
	
	
	RBMap<FramebufferFormatKey, FramebufferFormatID> framebuffer_format_cache;
	struct FramebufferFormat {
		const RBMap<FramebufferFormatKey, FramebufferFormatID>::Element *E;
		VkRenderPass render_pass = VK_NULL_HANDLE; 
		Vector<TextureSamples> pass_samples;
		uint32_t view_count = 1; 
	};
	HashMap<FramebufferFormatID, FramebufferFormat> framebuffer_formats;
	struct Framebuffer {
		FramebufferFormatID format_id = 0;
		struct VersionKey {
			InitialAction initial_color_action;
			FinalAction final_color_action;
			InitialAction initial_depth_action;
			FinalAction final_depth_action;
			uint32_t view_count;
			bool operator<(const VersionKey &p_key) const {