### 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)

vmaUnmapMemory(allocator, staging_buffer_blocks[staging_buffer_current].allocation);
		
		VkBufferCopy region;
		region.srcOffset = block_write_offset;
		region.dstOffset = submit_from + p_offset;
		region.size = block_write_amount;
		vkCmdCopyBuffer(p_use_draw_command_buffer ? frames[frame].draw_command_buffer : frames[frame].setup_command_buffer, staging_buffer_blocks[staging_buffer_current].buffer, p_buffer->buffer, 1, &region);
		staging_buffer_blocks.write[staging_buffer_current].fill_amount = block_write_offset + block_write_amount;
		to_submit -= block_write_amount;
		submit_from += block_write_amount;
	}
	return OK;
}
void RenderingDeviceVulkan::_memory_barrier(VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_access, bool p_sync_with_draw) {
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = p_src_access;
	mem_barrier.dstAccessMask = p_dst_access;
	if (p_src_stage_mask == 0 || p_dst_stage_mask == 0) {
		return; 
	}
	vkCmdPipelineBarrier(p_sync_with_draw ? frames[frame].draw_command_buffer : frames[frame].setup_command_buffer, p_src_stage_mask, p_dst_stage_mask, 0, 1, &mem_barrier, 0, nullptr, 0, nullptr);
}
void RenderingDeviceVulkan::_full_barrier(bool p_sync_with_draw) {
	
	_memory_barrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
			VK_ACCESS_INDIRECT_COMMAND_READ_BIT |
					VK_ACCESS_INDEX_READ_BIT |
					VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT |