### 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_V_MSG(err, RID(), "vkCreateComputePipelines failed with error " + itos(err) + ".");
	if (pipelines_cache.cache_object != VK_NULL_HANDLE) {
		_update_pipeline_cache();
	}
	pipeline.set_formats = shader->set_formats;
	pipeline.push_constant_stages_mask = shader->push_constant.vk_stages_mask;
	pipeline.pipeline_layout = shader->pipeline_layout;
	pipeline.shader = p_shader;
	pipeline.push_constant_size = shader->push_constant.size;
	pipeline.local_group_size[0] = shader->compute_local_size[0];
	pipeline.local_group_size[1] = shader->compute_local_size[1];
	pipeline.local_group_size[2] = shader->compute_local_size[2];
	
	RID id = compute_pipeline_owner.make_rid(pipeline);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	
	_add_dependency(id, p_shader);
	return id;
}
bool RenderingDeviceVulkan::compute_pipeline_is_valid(RID p_pipeline) {
	return compute_pipeline_owner.owns(p_pipeline);
}
int RenderingDeviceVulkan::screen_get_width(DisplayServer::WindowID p_screen) const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), -1, "Local devices have no screen");
	return context->window_get_width(p_screen);
}
int RenderingDeviceVulkan::screen_get_height(DisplayServer::WindowID p_screen) const {