### 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)

render_pass_create_info.attachmentCount = attachments.size();
	render_pass_create_info.pAttachments = attachments.ptr();
	render_pass_create_info.subpassCount = subpasses.size();
	render_pass_create_info.pSubpasses = subpasses.ptr();
	
	
	
	
	render_pass_create_info.dependencyCount = subpass_dependencies.size();
	if (subpass_dependencies.size()) {
		render_pass_create_info.pDependencies = subpass_dependencies.ptr();
	} else {
		render_pass_create_info.pDependencies = nullptr;
	}
	if (p_view_count == 1) {
		
		render_pass_create_info.correlatedViewMaskCount = 0;
		render_pass_create_info.pCorrelatedViewMasks = nullptr;
	} else {
		render_pass_create_info.correlatedViewMaskCount = 1;
		render_pass_create_info.pCorrelatedViewMasks = &correlation_mask;
	}
	Vector<uint32_t> view_masks;
	VkRenderPassMultiviewCreateInfo render_pass_multiview_create_info;
	if ((p_view_count > 1) && !context->supports_renderpass2()) {
		
		
		
		for (uint32_t i = 0; i < subpasses.size(); i++) {
			view_masks.push_back(view_mask);