### 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)

pipeline.push_constant_stages_mask = shader->push_constant.vk_stages_mask;
	pipeline.pipeline_layout = shader->pipeline_layout;
	pipeline.shader = p_shader;
	pipeline.push_constant_size = shader->push_constant.size;
#ifdef DEBUG_ENABLED
	pipeline.validation.dynamic_state = p_dynamic_state_flags;
	pipeline.validation.framebuffer_format = p_framebuffer_format;
	pipeline.validation.render_pass = p_for_render_pass;
	pipeline.validation.vertex_format = p_vertex_format;
	pipeline.validation.uses_restart_indices = input_assembly_create_info.primitiveRestartEnable;
	static const uint32_t primitive_divisor[RENDER_PRIMITIVE_MAX] = {
		1, 2, 1, 1, 1, 3, 1, 1, 1, 1, 1
	};
	pipeline.validation.primitive_divisor = primitive_divisor[p_render_primitive];
	static const uint32_t primitive_minimum[RENDER_PRIMITIVE_MAX] = {
		1,
		2,
		2,
		2,
		2,
		3,
		3,
		3,
		3,
		3,
		1,
	};
	pipeline.validation.primitive_minimum = primitive_minimum[p_render_primitive];
#endif