### 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_
	Vector<AttachmentFormat> attachments;
	attachments.resize(p_texture_attachments.size());
	Size2i size;
	bool size_set = false;
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		AttachmentFormat af;
		Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
		if (!texture) {
			af.usage_flags = AttachmentFormat::UNUSED_ATTACHMENT;
		} else {
			ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
			if (!size_set) {
				size.width = texture->width;
				size.height = texture->height;
				size_set = true;
			} else if (texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
				
				
				
			} else {
				ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
						"All textures in a framebuffer should be the same size.");
			}