### 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)

draw_list = nullptr;
	} else {
		if (r_last_viewport) {
			*r_last_viewport = draw_list->viewport;
		}
		
		memdelete(draw_list);
		draw_list = nullptr;
	}
	
	_THREAD_SAFE_UNLOCK_
}
void RenderingDeviceVulkan::draw_list_end(BitField<BarrierMask> p_post_barrier) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_NULL_MSG(draw_list, "Immediate draw list is already inactive.");
	_draw_list_free();
	vkCmdEndRenderPass(frames[frame].draw_command_buffer);
	for (int i = 0; i < draw_list_bound_textures.size(); i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_bound_textures[i]);
		ERR_CONTINUE(!texture); 
		if (draw_list_unbind_color_textures && (texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT)) {
			texture->bound = false;
		}
		if (draw_list_unbind_depth_textures && (texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
			texture->bound = false;
		}
	}
	uint32_t barrier_flags = 0;
	uint32_t access_flags = 0;
	if (p_post_barrier.has_flag(BARRIER_MASK_COMPUTE)) {