### 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)

clear_values.write[clear_values_count++] = clear_value;
		}
	}
	render_pass_begin.clearValueCount = clear_values_count;
	render_pass_begin.pClearValues = clear_values.ptr();
	for (int i = 0; i < p_storage_textures.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_storage_textures[i]);
		if (!texture) {
			continue;
		}
		ERR_CONTINUE_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), "Supplied storage texture " + itos(i) + " for draw list is not set to be used for storage.");
		if (texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
			
			VkImageMemoryBarrier image_memory_barrier;
			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 = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.oldLayout = texture->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
			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;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
			texture->layout = VK_IMAGE_LAYOUT_GENERAL;