### 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)

framebuffer_create_info.height = p_framebuffer->size.height;
		framebuffer_create_info.layers = 1;
		VkResult err = vkCreateFramebuffer(device, &framebuffer_create_info, nullptr, &version.framebuffer);
		ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "vkCreateFramebuffer failed with error " + itos(err) + ".");
		version.subpass_count = framebuffer_formats[p_framebuffer->format_id].E->key().passes.size();
		p_framebuffer->framebuffers.insert(vk, version);
	}
	const Framebuffer::Version &version = p_framebuffer->framebuffers[vk];
	*r_framebuffer = version.framebuffer;
	*r_render_pass = version.render_pass;
	*r_subpass_count = version.subpass_count;
	return OK;
}
Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) {
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = render_pass;
	render_pass_begin.framebuffer = vkframebuffer;
	/*
	 * Given how API works, it makes sense to always fully operate on the whole framebuffer.
	 * This allows better continue operations for operations like shadowmapping.
	render_pass_begin.renderArea.extent.width = viewport_size.width;
	render_pass_begin.renderArea.extent.height = viewport_size.height;
	render_pass_begin.renderArea.offset.x = viewport_offset.x;
	render_pass_begin.renderArea.offset.y = viewport_offset.y;
	*/
	render_pass_begin.renderArea.extent.width = framebuffer->size.width;
	render_pass_begin.renderArea.extent.height = framebuffer->size.height;
	render_pass_begin.renderArea.offset.x = 0;