### 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)

}
	
	while (frames[p_frame].textures_to_dispose_of.front()) {
		Texture *texture = &frames[p_frame].textures_to_dispose_of.front()->get();
		if (texture->bound) {
			WARN_PRINT("Deleted a texture while it was bound.");
		}
		vkDestroyImageView(device, texture->view, nullptr);
		if (texture->owner.is_null()) {
			
			image_memory -= texture->allocation_info.size;
			vmaDestroyImage(allocator, texture->image, texture->allocation);
		}
		frames[p_frame].textures_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].buffers_to_dispose_of.front()) {
		_buffer_free(&frames[p_frame].buffers_to_dispose_of.front()->get());
		frames[p_frame].buffers_to_dispose_of.pop_front();
	}
}
void RenderingDeviceVulkan::prepare_screen_for_drawing() {
	_THREAD_SAFE_METHOD_
	context->prepare_buffers();
	screen_prepared = true;
}
uint32_t RenderingDeviceVulkan::get_frame_delay() const {
	return frame_count;
}
uint64_t RenderingDeviceVulkan::get_memory_usage(MemoryType p_type) const {