Earlier quoted context omitted.
Caching glyphs, into a texture. Then they don't need to be re-rendered and can just be copied.
Let's say 512 glyphs should be a pretty conservative upper bound for normal usage. Just pulling this number out of thin air, but I assume it's reasonable. normal glyphs should be about 100-400 pixels (20x20), for 8-bit grayscale that means 2MB of texture cache should be plenty for normal use. Multiply by 3 if you want to support subpixel rendered glyphs, that still leaves us with a very comfortable upper bound of 6MB…
You're forgetting about colored glyphs. Although a fragment shader should be able to deal with that, shouldn't it?