Re attach texture to re-trigger framebuffer completeness
diff --git a/sparse_strips/vello_hybrid/src/render/webgl.rs b/sparse_strips/vello_hybrid/src/render/webgl.rs
index ecf5937..b785a5b 100644
--- a/sparse_strips/vello_hybrid/src/render/webgl.rs
+++ b/sparse_strips/vello_hybrid/src/render/webgl.rs
@@ -1043,6 +1043,23 @@
             )
             .unwrap();
 
+            // Re-attach the texture to the framebuffer after reallocation. Some GPU
+            // drivers (notably Mali on low-end Android devices, accessed through
+            // ANGLE) cache framebuffer completeness and don't re-evaluate it when an
+            // attached texture's storage is reallocated via tex_image_2d while the
+            // framebuffer is not bound.
+            gl.bind_framebuffer(
+                WebGl2RenderingContext::FRAMEBUFFER,
+                Some(&self.resources.view_framebuffer),
+            );
+            gl.framebuffer_texture_2d(
+                WebGl2RenderingContext::FRAMEBUFFER,
+                WebGl2RenderingContext::COLOR_ATTACHMENT0,
+                WebGl2RenderingContext::TEXTURE_2D,
+                Some(&self.resources.view_texture),
+                0,
+            );
+
             self.render_size = new_render_size.clone();
         }
     }