### 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)

subpass.preserveAttachmentCount = 0;
	subpass.pPreserveAttachments = nullptr;
	VkRenderPassCreateInfo2KHR render_pass_create_info;
	render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR;
	render_pass_create_info.pNext = nullptr;
	render_pass_create_info.flags = 0;
	render_pass_create_info.attachmentCount = 0;
	render_pass_create_info.pAttachments = nullptr;
	render_pass_create_info.subpassCount = 1;
	render_pass_create_info.pSubpasses = &subpass;
	render_pass_create_info.dependencyCount = 0;
	render_pass_create_info.pDependencies = nullptr;
	render_pass_create_info.correlatedViewMaskCount = 0;
	render_pass_create_info.pCorrelatedViewMasks = nullptr;
	VkRenderPass render_pass;
	VkResult res = context->vkCreateRenderPass2KHR(device, &render_pass_create_info, nullptr, &render_pass);
	ERR_FAIL_COND_V_MSG(res, 0, "vkCreateRenderPass2KHR for empty fb failed with error " + itos(res) + ".");
	if (render_pass == VK_NULL_HANDLE) { 
		return INVALID_ID;
	}
	FramebufferFormatID id = FramebufferFormatID(framebuffer_format_cache.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
	E = framebuffer_format_cache.insert(key, id);
	FramebufferFormat fb_format;
	fb_format.E = E;
	fb_format.render_pass = render_pass;
	fb_format.pass_samples.push_back(p_samples);
	framebuffer_formats[id] = fb_format;
	return id;
}
RenderingDevice::TextureSamples RenderingDeviceVulkan::framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass) {