### 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)

}
		}
		FinalAction final_action = p_final_action;
		FinalAction final_depth_action = p_final_depth_action;
		if (!used_last) {
			if (is_depth) {
				final_depth_action = FINAL_ACTION_DISCARD;
			} else {
				final_action = FINAL_ACTION_DISCARD;
			}
		}
		if (is_vrs) {
			
			description.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
			description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
			description.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			
			
		} else {
			switch (is_depth ? final_depth_action : final_action) {
				case FINAL_ACTION_READ: {
					if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
						description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
						description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
						description.finalLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
						update_external_dependency_for_store(dependency_to_external, is_sampled, is_storage, false);
					} else if (p_attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
						description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
						description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
						description.finalLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);