### Godot version

4.2 dev fe5b1c8d49313d63fbe91cb7cdf463e10fb86afa

### System information

Android

### Issue description

In Vulkan mobile we render using subpasses whenever possible to keep data within tile memory for as long as possible.
In its most optimal configuration there are 4 subpasses:
1 - opaque rendering
2 - background rendering
3 - transparent rendering
4 - tonemapping and output

Subpasses 3 and 4 will be replaced by normal passes if effects are used that require this.

Subpasses can only be used when the output buffers are of equal size (i.e. same resolution, same number of bits per pixel). When MSAA is enabled, subpasses 1 through 3 are using the MSAA buffers while subpass 3 resolves the MSAA buffer and subpass 4 uses a normal buffer. This causes an error situation. While most GPU drivers will auto correct this, it is wrong.

Note for instance renderdoc output on a MALI GPU:
![image](https://github.com/godotengine/godot/assets/1945449/53606682-a9d6-48ab-9137-cb1b339c0f18)

You can see how after the second call to vkCmdNextSubpass, which brings us to subpass 3, which in this test doesn't have any further draw commands and just resolves, a new render pass is introduced before tonemapping is performed. 

We need to make sure that when MSAA is enabled, tonemapping is executed as a normal pass.

### Steps to reproduce

1) Create a simple project that renders something in 3D
2) Make sure MSAA is enabled but things like glow are disabled
3) Run on android
4) Verify command execution with renderdoc

### Minimal reproduction project

[MSAAtest.zip](https://github.com/godotengine/godot/files/12705873/MSAAtest.zip)

void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
	void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
	void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
	void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
	void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false);
	void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
	void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
	void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false);
	void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
	void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
	void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
	void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
	void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
	void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
	void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
	void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip, BitField<RD::BarrierMask> p_post_barrier = RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
	void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
	void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
	void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
	void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
	void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
	void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
	void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count);
};
} 
#endif