### 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)

uint8_t *binptr = ret.ptrw();
		binptr[0] = 'G';
		binptr[1] = 'S';
		binptr[2] = 'B';
		binptr[3] = 'D'; 
		offset += 4;
		encode_uint32(SHADER_BINARY_VERSION, binptr + offset);
		offset += sizeof(uint32_t);
		encode_uint32(sizeof(RenderingDeviceVulkanShaderBinaryData), binptr + offset);
		offset += sizeof(uint32_t);
		memcpy(binptr + offset, &binary_data, sizeof(RenderingDeviceVulkanShaderBinaryData));
		offset += sizeof(RenderingDeviceVulkanShaderBinaryData);
		if (binary_data.shader_name_len > 0) {
			memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
			offset += binary_data.shader_name_len;
			if ((binary_data.shader_name_len % 4) != 0) { 
				offset += 4 - (binary_data.shader_name_len % 4);
			}
		}
		for (int i = 0; i < uniform_info.size(); i++) {
			int count = uniform_info[i].size();
			encode_uint32(count, binptr + offset);
			offset += sizeof(uint32_t);
			if (count > 0) {
				memcpy(binptr + offset, uniform_info[i].ptr(), sizeof(RenderingDeviceVulkanShaderBinaryDataBinding) * count);
				offset += sizeof(RenderingDeviceVulkanShaderBinaryDataBinding) * count;
			}
		}
		if (specialization_constants.size()) {
			memcpy(binptr + offset, specialization_constants.ptr(), sizeof(RenderingDeviceVulkanShaderBinarySpecializationConstant) * specialization_constants.size());