### 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)

}
		Vector<uint8_t> spirv;
		uint32_t spirv_size = smolv::GetDecodedBufferSize(src_smolv, smolv_size);
		spirv.resize(spirv_size);
		if (!smolv::Decode(src_smolv, smolv_size, spirv.ptrw(), spirv_size)) {
			ERR_FAIL_V_MSG(RID(), "Malformed smolv input uncompressing shader stage:" + String(shader_stage_names[stage]));
		}
		stage_spirv_data.push_back(spirv);
		stage_type.push_back(ShaderStage(stage));
		if (buf_size % 4 != 0) {
			buf_size += 4 - (buf_size % 4);
		}
		ERR_FAIL_COND_V(read_offset + buf_size > binsize, RID());
		read_offset += buf_size;
	}
	ERR_FAIL_COND_V(read_offset != binsize, RID());
	
	_THREAD_SAFE_METHOD_
	RID id;
	if (p_placeholder.is_null()) {
		id = shader_owner.make_rid();
	} else {
		id = p_placeholder;
	}
	Shader *shader = shader_owner.get_or_null(id);
	ERR_FAIL_NULL_V(shader, RID());
	shader->vertex_input_mask = vertex_input_mask;
	shader->fragment_output_mask = fragment_output_mask;
	shader->push_constant = push_constant;
	shader->is_compute = is_compute;