### 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)

ERR_FAIL_COND_V_MSG(err, RID(), "vmaCreateImage failed with error " + itos(err) + ".");
	image_memory += texture.allocation_info.size;
	texture.type = p_format.texture_type;
	texture.format = p_format.format;
	texture.width = image_create_info.extent.width;
	texture.height = image_create_info.extent.height;
	texture.depth = image_create_info.extent.depth;
	texture.layers = image_create_info.arrayLayers;
	texture.mipmaps = image_create_info.mipLevels;
	texture.base_mipmap = 0;
	texture.base_layer = 0;
	texture.is_resolve_buffer = p_format.is_resolve_buffer;
	texture.usage_flags = p_format.usage_bits;
	texture.samples = p_format.samples;
	texture.allowed_shared_formats = p_format.shareable_formats;
	
	if (p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
		texture.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
	} else {
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	}