### 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)

Color clear_color = p_clear_colors[texture_index++];
			clear_at.clearValue.color.float32[0] = clear_color.r;
			clear_at.clearValue.color.float32[1] = clear_color.g;
			clear_at.clearValue.color.float32[2] = clear_color.b;
			clear_at.clearValue.color.float32[3] = clear_color.a;
			clear_at.colorAttachment = color_index++;
			clear_at.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
		} else if (p_clear_depth && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			clear_at.clearValue.depthStencil.depth = p_depth;
			clear_at.clearValue.depthStencil.stencil = p_stencil;
			clear_at.colorAttachment = 0;
			clear_at.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
			if (format_has_stencil(texture->format)) {
				clear_at.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
			}
		} else {
			ERR_CONTINUE(true);
		}
		clear_attachments.push_back(clear_at);
	}
	VkClearRect cr;
	cr.baseArrayLayer = 0;
	cr.layerCount = 1;
	cr.rect.offset.x = p_viewport_offset.x;
	cr.rect.offset.y = p_viewport_offset.y;
	cr.rect.extent.width = p_viewport_size.width;
	cr.rect.extent.height = p_viewport_size.height;
	vkCmdClearAttachments(p_draw_list->command_buffer, clear_attachments.size(), clear_attachments.ptr(), 1, &cr);
}
RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {