### 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)

depth_stencil_state_create_info.maxDepthBounds = p_depth_stencil_state.depth_range_max;
	
	VkPipelineColorBlendStateCreateInfo color_blend_state_create_info;
	color_blend_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
	color_blend_state_create_info.pNext = nullptr;
	color_blend_state_create_info.flags = 0;
	color_blend_state_create_info.logicOpEnable = p_blend_state.enable_logic_op;
	ERR_FAIL_INDEX_V(p_blend_state.logic_op, LOGIC_OP_MAX, RID());
	color_blend_state_create_info.logicOp = logic_operations[p_blend_state.logic_op];
	Vector<VkPipelineColorBlendAttachmentState> attachment_states;
	{
		const FramebufferPass &pass = fb_format.E->key().passes[p_for_render_pass];
		attachment_states.resize(pass.color_attachments.size());
		ERR_FAIL_COND_V(p_blend_state.attachments.size() < pass.color_attachments.size(), RID());
		for (int i = 0; i < pass.color_attachments.size(); i++) {
			VkPipelineColorBlendAttachmentState state;
			if (pass.color_attachments[i] == FramebufferPass::ATTACHMENT_UNUSED) {
				state.blendEnable = false;
				state.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.colorBlendOp = VK_BLEND_OP_ADD;
				state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
				state.alphaBlendOp = VK_BLEND_OP_ADD;
				state.colorWriteMask = 0;
			} else {
				state.blendEnable = p_blend_state.attachments[i].enable_blend;
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].src_color_blend_factor, BLEND_FACTOR_MAX, RID());
				state.srcColorBlendFactor = blend_factors[p_blend_state.attachments[i].src_color_blend_factor];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].dst_color_blend_factor, BLEND_FACTOR_MAX, RID());