### 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)

_THREAD_SAFE_METHOD_
	_free_dependencies(p_id); 
	_free_internal(p_id);
}
void RenderingDeviceVulkan::set_resource_name(RID p_id, const String p_name) {
	if (texture_owner.owns(p_id)) {
		Texture *texture = texture_owner.get_or_null(p_id);
		if (texture->owner.is_null()) {
			
			context->set_object_name(VK_OBJECT_TYPE_IMAGE, uint64_t(texture->image), p_name);
		}
		context->set_object_name(VK_OBJECT_TYPE_IMAGE_VIEW, uint64_t(texture->view), p_name + " View");
	} else if (framebuffer_owner.owns(p_id)) {
		
		
	} else if (sampler_owner.owns(p_id)) {
		VkSampler *sampler = sampler_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_SAMPLER, uint64_t(*sampler), p_name);
	} else if (vertex_buffer_owner.owns(p_id)) {
		Buffer *vertex_buffer = vertex_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(vertex_buffer->buffer), p_name);
	} else if (index_buffer_owner.owns(p_id)) {
		IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_BUFFER, uint64_t(index_buffer->buffer), p_name);
	} else if (shader_owner.owns(p_id)) {
		Shader *shader = shader_owner.get_or_null(p_id);
		context->set_object_name(VK_OBJECT_TYPE_PIPELINE_LAYOUT, uint64_t(shader->pipeline_layout), p_name + " Pipeline Layout");
		for (int i = 0; i < shader->sets.size(); i++) {
			context->set_object_name(VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, uint64_t(shader->sets[i].descriptor_set_layout), p_name);
		}