### 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)

#ifndef DEBUG_ENABLED
	ERR_PRINT("Full barrier is debug-only, should not be used in production");
#endif
	_full_barrier(true);
}
#if 0
void RenderingDeviceVulkan::draw_list_render_secondary_to_framebuffer(ID p_framebuffer, ID *p_draw_lists, uint32_t p_draw_list_count, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Variant> &p_clear_colors) {
	VkCommandBuffer frame_cmdbuf = frames[frame].frame_buffer;
	ERR_FAIL_NULL(frame_cmdbuf);
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->get_render_pass();
	render_pass_begin.framebuffer = context->get_frame_framebuffer(frame);
	render_pass_begin.renderArea.extent.width = context->get_screen_width(p_screen);
	render_pass_begin.renderArea.extent.height = context->get_screen_height(p_screen);
	render_pass_begin.renderArea.offset.x = 0;
	render_pass_begin.renderArea.offset.y = 0;
	render_pass_begin.clearValueCount = 1;