### 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)

uint32_t barrier_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	uint32_t access_flags = VK_ACCESS_SHADER_READ_BIT;
	_compute_list_add_barrier(BARRIER_MASK_COMPUTE, barrier_flags, access_flags);
}
void RenderingDeviceVulkan::_compute_list_add_barrier(BitField<BarrierMask> p_post_barrier, uint32_t p_barrier_flags, uint32_t p_access_flags) {
	ERR_FAIL_NULL(compute_list);
	VkImageMemoryBarrier *image_barriers = nullptr;
	uint32_t image_barrier_count = compute_list->state.textures_to_sampled_layout.size();
	if (image_barrier_count) {
		image_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * image_barrier_count);
	}
	image_barrier_count = 0; 
	for (Texture *E : compute_list->state.textures_to_sampled_layout) {
		if (E->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			VkImageMemoryBarrier &image_memory_barrier = image_barriers[image_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = p_access_flags;
			image_memory_barrier.oldLayout = E->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;