### 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)

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(!descriptor_pools[p_key].has(p_pool));
#endif
	ERR_FAIL_COND(p_pool->usage == 0);
	p_pool->usage--;
	if (p_pool->usage == 0) {
		vkDestroyDescriptorPool(device, p_pool->pool, nullptr);
		descriptor_pools[p_key].erase(p_pool);
		memdelete(p_pool);
		if (descriptor_pools[p_key].is_empty()) {
			descriptor_pools.erase(p_key);
		}
	}
}
RID RenderingDeviceVulkan::uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(p_uniforms.size() == 0, RID());
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_NULL_V(shader, RID());
	ERR_FAIL_COND_V_MSG(p_shader_set >= (uint32_t)shader->sets.size() || shader->sets[p_shader_set].uniform_info.size() == 0, RID(),
			"Desired set (" + itos(p_shader_set) + ") not used by shader.");
	
	const Shader::Set &set = shader->sets[p_shader_set];
	uint32_t uniform_count = p_uniforms.size();