### 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)

draw_list_storage_textures.push_back(p_storage_textures[i]);
		}
	}
	vkCmdBeginRenderPass(command_buffer, &render_pass_begin, subpass_contents);
	
	draw_list_bound_textures.clear();
	draw_list_unbind_color_textures = p_final_color_action != FINAL_ACTION_CONTINUE;
	draw_list_unbind_depth_textures = p_final_depth_action != FINAL_ACTION_CONTINUE;
	for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
		Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
		if (!texture) {
			continue;
		}
		texture->bound = true;
		draw_list_bound_textures.push_back(framebuffer->texture_ids[i]);
	}
	return OK;
}
void RenderingDeviceVulkan::_draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil) {
	Vector<VkClearAttachment> clear_attachments;
	int color_index = 0;
	int texture_index = 0;
	for (int i = 0; i < p_framebuffer->texture_ids.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_framebuffer->texture_ids[i]);
		if (!texture) {
			texture_index++;
			continue;
		}
		VkClearAttachment clear_at = {};
		if (p_clear_color && texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {