### 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)

src_access |= VK_ACCESS_SHADER_WRITE_BIT;
	}
	for (uint32_t i = 0; i < image_barrier_count; i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_storage_textures[i]);
		VkImageMemoryBarrier &image_memory_barrier = image_barriers[i];
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = src_access;
		image_memory_barrier.dstAccessMask = access_flags;
		image_memory_barrier.oldLayout = texture->layout;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = texture->image;
		image_memory_barrier.subresourceRange.aspectMask = texture->read_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = texture->base_mipmap;
		image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
		image_memory_barrier.subresourceRange.layerCount = texture->layers;
		texture->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	}
	draw_list_storage_textures.clear();
	
	
	
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = src_access;
	mem_barrier.dstAccessMask = access_flags;