### 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)

af.format = texture->format;
			af.samples = texture->samples;
			af.usage_flags = texture->usage_flags;
		}
		attachments.write[i] = af;
	}
	ERR_FAIL_COND_V_MSG(!size_set, RID(), "All attachments unused.");
	FramebufferFormatID format_id = framebuffer_format_create_multipass(attachments, p_passes, p_view_count);
	if (format_id == INVALID_ID) {
		return RID();
	}
	ERR_FAIL_COND_V_MSG(p_format_check != INVALID_ID && format_id != p_format_check, RID(),
			"The format used to check this framebuffer differs from the intended framebuffer format.");
	Framebuffer framebuffer;
	framebuffer.format_id = format_id;
	framebuffer.texture_ids = p_texture_attachments;
	framebuffer.size = size;
	framebuffer.view_count = p_view_count;
	RID id = framebuffer_owner.make_rid(framebuffer);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		if (p_texture_attachments[i].is_valid()) {
			_add_dependency(id, p_texture_attachments[i]);
		}
	}
	return id;
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_get_format(RID p_framebuffer) {