### 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 attachable_count = uniform_set->attachable_textures.size();
		const RID *attachable_ptr = uniform_set->attachable_textures.ptr();
		uint32_t bound_count = draw_list_bound_textures.size();
		const RID *bound_ptr = draw_list_bound_textures.ptr();
		for (uint32_t i = 0; i < attachable_count; i++) {
			for (uint32_t j = 0; j < bound_count; j++) {
				ERR_FAIL_COND_MSG(attachable_ptr[i] == bound_ptr[j],
						"Attempted to use the same texture in framebuffer attachment and a uniform set, this is not allowed.");
			}
		}
	}
#endif
}
void RenderingDeviceVulkan::compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size) {
	ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_data_size != cl->validation.pipeline_push_constant_size,
			"This compute pipeline requires (" + itos(cl->validation.pipeline_push_constant_size) + ") bytes of push constant data, supplied: (" + itos(p_data_size) + ")");
#endif
	vkCmdPushConstants(cl->command_buffer, cl->state.pipeline_layout, cl->state.pipeline_push_constant_stages, 0, p_data_size, p_data);
#ifdef DEBUG_ENABLED
	cl->validation.pipeline_push_constant_supplied = true;
#endif
}
void RenderingDeviceVulkan::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) {