### 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)

cl->state.local_group_size[2] = pipeline->local_group_size[2];
	}
#ifdef DEBUG_ENABLED
	
	cl->validation.pipeline_active = true;
	cl->validation.pipeline_push_constant_size = pipeline->push_constant_size;
#endif
}
void RenderingDeviceVulkan::compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index) {
	
	ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_index >= limits.maxBoundDescriptorSets || p_index >= MAX_UNIFORM_SETS,
			"Attempting to bind a descriptor set (" + itos(p_index) + ") greater than what the hardware supports (" + itos(limits.maxBoundDescriptorSets) + ").");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
#endif
	UniformSet *uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
	ERR_FAIL_NULL(uniform_set);
	if (p_index > cl->state.set_count) {
		cl->state.set_count = p_index;
	}
	cl->state.sets[p_index].descriptor_set = uniform_set->descriptor_set; 
	cl->state.sets[p_index].bound = false; 
	cl->state.sets[p_index].uniform_set_format = uniform_set->format;
	cl->state.sets[p_index].uniform_set = p_uniform_set;
	uint32_t textures_to_sampled_count = uniform_set->mutable_sampled_textures.size();