I have a fragment shader which needs lots of semi-random access to 32x32 texture patch. Fortunately, the patch is constant for each poly, so there should be no issue storing the whole thing to the texture cache.
So my question is, is there any way in GLSL to prefetch texture patches? Normally, I would be fine letting the FS load the texture naturally, but with the nondeterministic access pattern, I'm afraid that could be producing a ton of unnecessary thrashing while it sorts itself out.