### 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)

{
		VkImageMemoryBarrier image_memory_barrier;
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = 0;
		image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
		image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
		image_memory_barrier.newLayout = texture.layout;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = texture.image;
		image_memory_barrier.subresourceRange.aspectMask = texture.barrier_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = 0;
		image_memory_barrier.subresourceRange.levelCount = image_create_info.mipLevels;
		image_memory_barrier.subresourceRange.baseArrayLayer = 0;
		image_memory_barrier.subresourceRange.layerCount = image_create_info.arrayLayers;
		vkCmdPipelineBarrier(frames[frame].setup_command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
	}
	RID id = texture_owner.make_rid(texture);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	if (p_data.size()) {
		for (uint32_t i = 0; i < image_create_info.arrayLayers; i++) {
			_texture_update(id, i, p_data[i], RD::BARRIER_MASK_ALL_BARRIERS, true);
		}
	}
	return id;
}
RID RenderingDeviceVulkan::texture_create_shared(const TextureView &p_view, RID p_with_texture) {