### 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_MSG(local_device.is_valid(), -1, "Local devices have no screen");
	return context->window_get_height(p_screen);
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::screen_get_framebuffer_format() const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
	
	VkFormat vkformat = context->get_screen_format();
	DataFormat format = DATA_FORMAT_MAX;
	for (int i = 0; i < DATA_FORMAT_MAX; i++) {
		if (vkformat == vulkan_formats[i]) {
			format = DataFormat(i);
			break;
		}
	}
	ERR_FAIL_COND_V(format == DATA_FORMAT_MAX, INVALID_ID);
	AttachmentFormat attachment;
	attachment.format = format;
	attachment.samples = TEXTURE_SAMPLES_1;
	attachment.usage_flags = TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
	Vector<AttachmentFormat> screen_attachment;
	screen_attachment.push_back(attachment);
	return const_cast<RenderingDeviceVulkan *>(this)->framebuffer_format_create(screen_attachment);
}
RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin_for_screen(DisplayServer::WindowID p_screen, const Color &p_clear_color) {