### 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)

if (err != OK) {
		return INVALID_ID;
	}
	draw_list_render_pass = render_pass;
	draw_list_vkframebuffer = vkframebuffer;
	_draw_list_allocate(Rect2i(viewport_offset, viewport_size), 0, 0);
#ifdef DEBUG_ENABLED
	draw_list_framebuffer_format = framebuffer->format_id;
#endif
	draw_list_current_subpass = 0;
	if (needs_clear_color || needs_clear_depth) {
		_draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
	}
	VkViewport viewport;
	viewport.x = viewport_offset.x;
	viewport.y = viewport_offset.y;
	viewport.width = viewport_size.width;
	viewport.height = viewport_size.height;
	viewport.minDepth = 0;
	viewport.maxDepth = 1.0;
	vkCmdSetViewport(command_buffer, 0, 1, &viewport);
	VkRect2D scissor;
	scissor.offset.x = viewport_offset.x;
	scissor.offset.y = viewport_offset.y;
	scissor.extent.width = viewport_size.width;
	scissor.extent.height = viewport_size.height;
	vkCmdSetScissor(command_buffer, 0, 1, &scissor);
	return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
}
Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, 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) {