I think the current implementation might have some bugs, but why not create an atlas? Especially for code, most of the characters will be in ASCII, and if they're not, you can always push what isn't dynamically as needed. Most of the rendering still occurs GPU side.
I suspect the post's code is also cheating on shaping, but even that seems like something you should be able to at least cache on the GPU?
Like the 98% of cases, the GPU, and if for the 2% oddball stuff, the CPU needs to step in, so what?
(Edit: perhaps I'm projecting the "wrong" part onto your comment; there's a lot of "why?" in these comments and the more I think about it, it honestly seems pretty sensible to push graphics to the *G*PU.)
That's not to say it's not impressive considering how simple it is.
I would also say, personally, there is something aesthetically pleasing about rendering vector graphics (fonts, SVG, etc.) on the GPU. “It’s a graphics processing unit, shouldn’t it be handling vector graphics as well?!” :)
People are definitely doing tons of vector rendering on the GPU. And the GPU is fantastic for vector graphics generally, mainly still because of the conversion to pixels. I posted links to Hughes Hoppe’s paper and the NV path rendering library, for example. Those can do font rendering as well, but I still wouldn’t use those for rendering fonts directly or for rendering text atlases because it would be difficult to implement.