### 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 width, height, depth;
		uint32_t buffer_size = get_image_format_required_size(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps, &width, &height, &depth);
		
		VkCommandBuffer command_buffer = frames[frame].draw_command_buffer; 
		Buffer tmp_buffer;
		_buffer_allocate(&tmp_buffer, buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_HOST, VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT);
		{ 
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = 0;
			image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
			image_memory_barrier.oldLayout = tex->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = tex->image;
			image_memory_barrier.subresourceRange.aspectMask = tex->barrier_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = 0;
			image_memory_barrier.subresourceRange.levelCount = tex->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = p_layer;
			image_memory_barrier.subresourceRange.layerCount = 1;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
		}
		uint32_t computed_w = tex->width;
		uint32_t computed_h = tex->height;
		uint32_t computed_d = tex->depth;
		uint32_t prev_size = 0;
		uint32_t offset = 0;
		for (uint32_t i = 0; i < tex->mipmaps; i++) {