### 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)

dl->state.sets[i].bound = false;
				dl->state.sets[i].pipeline_expected_format = pformats[i];
				sets_valid = false;
			}
		}
		for (uint32_t i = pcount; i < dl->state.set_count; i++) {
			
			dl->state.sets[i].bound = false;
		}
		dl->state.set_count = pcount; 
		if (pipeline->push_constant_size) {
			dl->state.pipeline_push_constant_stages = pipeline->push_constant_stages_mask;
#ifdef DEBUG_ENABLED
			dl->validation.pipeline_push_constant_supplied = false;
#endif
		}
		dl->state.pipeline_shader = pipeline->shader;
	}
#ifdef DEBUG_ENABLED
	
	dl->validation.pipeline_active = true;
	dl->validation.pipeline_dynamic_state = pipeline->validation.dynamic_state;
	dl->validation.pipeline_vertex_format = pipeline->validation.vertex_format;
	dl->validation.pipeline_uses_restart_indices = pipeline->validation.uses_restart_indices;
	dl->validation.pipeline_primitive_divisor = pipeline->validation.primitive_divisor;
	dl->validation.pipeline_primitive_minimum = pipeline->validation.primitive_minimum;
	dl->validation.pipeline_push_constant_size = pipeline->push_constant_size;
#endif
}
void RenderingDeviceVulkan::draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index) {