### 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)

offset += sizeof(RenderingDeviceVulkanShaderBinarySpecializationConstant) * specialization_constants.size();
		}
		for (int i = 0; i < compressed_stages.size(); i++) {
			encode_uint32(p_spirv[i].shader_stage, binptr + offset);
			offset += sizeof(uint32_t);
			encode_uint32(smolv_size[i], binptr + offset);
			offset += sizeof(uint32_t);
			encode_uint32(zstd_size[i], binptr + offset);
			offset += sizeof(uint32_t);
			memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
			uint32_t s = compressed_stages[i].size();
			if (s % 4 != 0) {
				s += 4 - (s % 4);
			}
			offset += s;
		}
		ERR_FAIL_COND_V(offset != (uint32_t)ret.size(), Vector<uint8_t>());
	}
	return ret;
}
RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder) {
	const uint8_t *binptr = p_shader_binary.ptr();
	uint32_t binsize = p_shader_binary.size();
	uint32_t read_offset = 0;
	
	ERR_FAIL_COND_V(binsize < sizeof(uint32_t) * 3 + sizeof(RenderingDeviceVulkanShaderBinaryData), RID());
	ERR_FAIL_COND_V(binptr[0] != 'G' || binptr[1] != 'S' || binptr[2] != 'B' || binptr[3] != 'D', RID());
	uint32_t bin_version = decode_uint32(binptr + 4);
	ERR_FAIL_COND_V(bin_version != SHADER_BINARY_VERSION, RID());
	uint32_t bin_data_size = decode_uint32(binptr + 8);