### 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)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
	ERR_FAIL_COND_V_MSG(draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	if (!context->window_is_valid_swapchain(p_screen)) {
		return INVALID_ID;
	}
	Size2i size = Size2i(context->window_get_width(p_screen), context->window_get_height(p_screen));
	_draw_list_allocate(Rect2i(Vector2i(), size), 0, 0);
#ifdef DEBUG_ENABLED
	draw_list_framebuffer_format = screen_get_framebuffer_format();
#endif
	draw_list_subpass_count = 1;
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->window_get_render_pass(p_screen);
	render_pass_begin.framebuffer = context->window_get_framebuffer(p_screen);
	render_pass_begin.renderArea.extent.width = size.width;