### 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 != nullptr, ERR_BUSY, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr && !compute_list->state.allow_draw_overlap, ERR_BUSY, "Only one draw/compute list can be active at the same time.");
	ERR_FAIL_COND_V(p_splits < 1, ERR_INVALID_DECLARATION);
	Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_framebuffer);
	ERR_FAIL_NULL_V(framebuffer, ERR_INVALID_DECLARATION);
	Point2i viewport_offset;
	Point2i viewport_size = framebuffer->size;
	bool needs_clear_color = false;
	bool needs_clear_depth = false;
	if (p_region != Rect2() && p_region != Rect2(Vector2(), viewport_size)) { 
		Rect2i viewport(viewport_offset, viewport_size);
		Rect2i regioni = p_region;
		if (!(regioni.position.x >= viewport.position.x) && (regioni.position.y >= viewport.position.y) &&
				((regioni.position.x + regioni.size.x) <= (viewport.position.x + viewport.size.x)) &&
				((regioni.position.y + regioni.size.y) <= (viewport.position.y + viewport.size.y))) {
			ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "When supplying a custom region, it must be contained within the framebuffer rectangle");
		}
		viewport_offset = regioni.position;
		viewport_size = regioni.size;
		if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
			needs_clear_color = true;