### 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)

}
		render_pass_multiview_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO;
		render_pass_multiview_create_info.pNext = nullptr;
		render_pass_multiview_create_info.subpassCount = subpasses.size();
		render_pass_multiview_create_info.pViewMasks = view_masks.ptr();
		render_pass_multiview_create_info.dependencyCount = 0;
		render_pass_multiview_create_info.pViewOffsets = nullptr;
		render_pass_multiview_create_info.correlationMaskCount = 1;
		render_pass_multiview_create_info.pCorrelationMasks = &correlation_mask;
		render_pass_create_info.pNext = &render_pass_multiview_create_info;
	}
	VkRenderPass render_pass;
	VkResult res = context->vkCreateRenderPass2KHR(device, &render_pass_create_info, nullptr, &render_pass);
	ERR_FAIL_COND_V_MSG(res, VK_NULL_HANDLE, "vkCreateRenderPass2KHR failed with error " + itos(res) + ".");
	return render_pass;
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count) {
	FramebufferPass pass;
	for (int i = 0; i < p_format.size(); i++) {
		if (p_format[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			pass.depth_attachment = i;
		} else {
			pass.color_attachments.push_back(i);
		}
	}
	Vector<FramebufferPass> passes;
	passes.push_back(pass);
	return framebuffer_format_create_multipass(p_format, passes, p_view_count);
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count) {