### 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)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG((draw_list || compute_list) && !p_use_setup_queue, ERR_INVALID_PARAMETER,
			"Updating textures is forbidden during creation of a draw or compute list");
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_NULL_V(texture, ERR_INVALID_PARAMETER);
	if (texture->owner != RID()) {
		p_texture = texture->owner;
		texture = texture_owner.get_or_null(texture->owner);
		ERR_FAIL_NULL_V(texture, ERR_BUG); 
	}
	ERR_FAIL_COND_V_MSG(texture->bound, ERR_CANT_ACQUIRE_RESOURCE,
			"Texture can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to update this texture.");
	ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_CAN_UPDATE_BIT), ERR_INVALID_PARAMETER,
			"Texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT` to be set to be updatable.");
	uint32_t layer_count = texture->layers;
	if (texture->type == TEXTURE_TYPE_CUBE || texture->type == TEXTURE_TYPE_CUBE_ARRAY) {
		layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_layer >= layer_count, ERR_INVALID_PARAMETER);
	uint32_t width, height;
	uint32_t image_size = get_image_format_required_size(texture->format, texture->width, texture->height, texture->depth, texture->mipmaps, &width, &height);
	uint32_t required_size = image_size;
	uint32_t required_align = get_compressed_image_format_block_byte_size(texture->format);
	if (required_align == 1) {
		required_align = get_image_format_pixel_size(texture->format);
	}
	if ((required_align % 4) != 0) { 
		required_align *= 4;
	}