### 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)

depth_stencil_state_create_info.flags = 0;
	depth_stencil_state_create_info.depthTestEnable = p_depth_stencil_state.enable_depth_test;
	depth_stencil_state_create_info.depthWriteEnable = p_depth_stencil_state.enable_depth_write;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.depth_compare_operator, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.depthCompareOp = compare_operators[p_depth_stencil_state.depth_compare_operator];
	depth_stencil_state_create_info.depthBoundsTestEnable = p_depth_stencil_state.enable_depth_range;
	depth_stencil_state_create_info.stencilTestEnable = p_depth_stencil_state.enable_stencil;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.failOp = stencil_operations[p_depth_stencil_state.front_op.fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.pass, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.passOp = stencil_operations[p_depth_stencil_state.front_op.pass];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.depth_fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.front.depthFailOp = stencil_operations[p_depth_stencil_state.front_op.depth_fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.front_op.compare, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.front.compareOp = compare_operators[p_depth_stencil_state.front_op.compare];
	depth_stencil_state_create_info.front.compareMask = p_depth_stencil_state.front_op.compare_mask;
	depth_stencil_state_create_info.front.writeMask = p_depth_stencil_state.front_op.write_mask;
	depth_stencil_state_create_info.front.reference = p_depth_stencil_state.front_op.reference;
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.failOp = stencil_operations[p_depth_stencil_state.back_op.fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.pass, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.passOp = stencil_operations[p_depth_stencil_state.back_op.pass];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.depth_fail, STENCIL_OP_MAX, RID());
	depth_stencil_state_create_info.back.depthFailOp = stencil_operations[p_depth_stencil_state.back_op.depth_fail];
	ERR_FAIL_INDEX_V(p_depth_stencil_state.back_op.compare, COMPARE_OP_MAX, RID());
	depth_stencil_state_create_info.back.compareOp = compare_operators[p_depth_stencil_state.back_op.compare];
	depth_stencil_state_create_info.back.compareMask = p_depth_stencil_state.back_op.compare_mask;
	depth_stencil_state_create_info.back.writeMask = p_depth_stencil_state.back_op.write_mask;
	depth_stencil_state_create_info.back.reference = p_depth_stencil_state.back_op.reference;
	depth_stencil_state_create_info.minDepthBounds = p_depth_stencil_state.depth_range_min;