### 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)

uint32_t textures_to_storage_count = uniform_set->mutable_storage_textures.size();
	Texture **textures_to_sampled = uniform_set->mutable_sampled_textures.ptrw();
	VkImageMemoryBarrier *texture_barriers = nullptr;
	if (textures_to_sampled_count + textures_to_storage_count) {
		texture_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * (textures_to_sampled_count + textures_to_storage_count));
	}
	uint32_t texture_barrier_count = 0;
	uint32_t src_stage_flags = 0;
	for (uint32_t i = 0; i < textures_to_sampled_count; i++) {
		if (textures_to_sampled[i]->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			src_stage_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
			VkImageMemoryBarrier &image_memory_barrier = texture_barriers[texture_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.oldLayout = textures_to_sampled[i]->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = textures_to_sampled[i]->image;
			image_memory_barrier.subresourceRange.aspectMask = textures_to_sampled[i]->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = textures_to_sampled[i]->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = textures_to_sampled[i]->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = textures_to_sampled[i]->base_layer;
			image_memory_barrier.subresourceRange.layerCount = textures_to_sampled[i]->layers;
			textures_to_sampled[i]->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			cl->state.textures_to_sampled_layout.erase(textures_to_sampled[i]);
		}
		if (textures_to_sampled[i]->used_in_frame != frames_drawn) {