### 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)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!index_buffer_owner.owns(p_index_buffer), RID());
	IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_index_buffer);
	ERR_FAIL_COND_V(p_index_count == 0, RID());
	ERR_FAIL_COND_V(p_index_offset + p_index_count > index_buffer->index_count, RID());
	IndexArray index_array;
	index_array.max_index = index_buffer->max_index;
	index_array.buffer = index_buffer->buffer;
	index_array.offset = p_index_offset;
	index_array.indices = p_index_count;
	index_array.index_type = index_buffer->index_type;
	index_array.supports_restart_indices = index_buffer->supports_restart_indices;
	RID id = index_array_owner.make_rid(index_array);
	_add_dependency(id, p_index_buffer);
	return id;
}
static const char *shader_uniform_names[RenderingDevice::UNIFORM_TYPE_MAX] = {
	"Sampler", "CombinedSampler", "Texture", "Image", "TextureBuffer", "SamplerTextureBuffer", "ImageBuffer", "UniformBuffer", "StorageBuffer", "InputAttachment"
};
static VkShaderStageFlagBits shader_stage_masks[RenderingDevice::SHADER_STAGE_MAX] = {
	VK_SHADER_STAGE_VERTEX_BIT,
	VK_SHADER_STAGE_FRAGMENT_BIT,
	VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
	VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
	VK_SHADER_STAGE_COMPUTE_BIT,
};
String RenderingDeviceVulkan::_shader_uniform_debug(RID p_shader, int p_set) {