### 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)

while (frames[p_frame].render_pipelines_to_dispose_of.front()) {
		RenderPipeline *pipeline = &frames[p_frame].render_pipelines_to_dispose_of.front()->get();
		vkDestroyPipeline(device, pipeline->pipeline, nullptr);
		frames[p_frame].render_pipelines_to_dispose_of.pop_front();
	}
	while (frames[p_frame].compute_pipelines_to_dispose_of.front()) {
		ComputePipeline *pipeline = &frames[p_frame].compute_pipelines_to_dispose_of.front()->get();
		vkDestroyPipeline(device, pipeline->pipeline, nullptr);
		frames[p_frame].compute_pipelines_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].uniform_sets_to_dispose_of.front()) {
		UniformSet *uniform_set = &frames[p_frame].uniform_sets_to_dispose_of.front()->get();
		vkFreeDescriptorSets(device, uniform_set->pool->pool, 1, &uniform_set->descriptor_set);
		_descriptor_pool_free(uniform_set->pool_key, uniform_set->pool);
		frames[p_frame].uniform_sets_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].buffer_views_to_dispose_of.front()) {
		VkBufferView buffer_view = frames[p_frame].buffer_views_to_dispose_of.front()->get();
		vkDestroyBufferView(device, buffer_view, nullptr);
		frames[p_frame].buffer_views_to_dispose_of.pop_front();
	}