### 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)

specialization_info.write[i].pData = data_ptr;
				specialization_info.write[i].mapEntryCount = specialization_map_entries[i].size();
				specialization_info.write[i].pMapEntries = specialization_map_entries[i].ptr();
				pipeline_stages.write[i].pSpecializationInfo = specialization_info.ptr() + i;
			}
		}
	}
	graphics_pipeline_create_info.stageCount = pipeline_stages.size();
	graphics_pipeline_create_info.pStages = pipeline_stages.ptr();
	graphics_pipeline_create_info.pVertexInputState = &pipeline_vertex_input_state_create_info;
	graphics_pipeline_create_info.pInputAssemblyState = &input_assembly_create_info;
	graphics_pipeline_create_info.pTessellationState = &tessellation_create_info;
	graphics_pipeline_create_info.pViewportState = &viewport_state_create_info;
	graphics_pipeline_create_info.pRasterizationState = &rasterization_state_create_info;
	graphics_pipeline_create_info.pMultisampleState = &multisample_state_create_info;
	graphics_pipeline_create_info.pDepthStencilState = &depth_stencil_state_create_info;
	graphics_pipeline_create_info.pColorBlendState = &color_blend_state_create_info;
	graphics_pipeline_create_info.pDynamicState = &dynamic_state_create_info;
	graphics_pipeline_create_info.layout = shader->pipeline_layout;
	graphics_pipeline_create_info.renderPass = fb_format.render_pass;
	graphics_pipeline_create_info.subpass = p_for_render_pass;
	graphics_pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE;
	graphics_pipeline_create_info.basePipelineIndex = 0;
	RenderPipeline pipeline;
	VkResult err = vkCreateGraphicsPipelines(device, pipelines_cache.cache_object, 1, &graphics_pipeline_create_info, nullptr, &pipeline.pipeline);
	ERR_FAIL_COND_V_MSG(err, RID(), "vkCreateGraphicsPipelines failed with error " + itos(err) + " for shader '" + shader->name + "'.");
	if (pipelines_cache.cache_object != VK_NULL_HANDLE) {
		_update_pipeline_cache();
	}
	pipeline.set_formats = shader->set_formats;