cudaBindtexture to linear memory

[codebox]host code:

texture<int, 1, cudaReadModeElementType> texRef;

#define LEN 256

int *h_ind2, *d_ind2;

int *h_iscommon, *d_iscommon;

int i;

h_ind2 = (int *)malloc(LEN * sizeof(int));

for (i = 0; i < LEN; ++i)

{

h_ind2[i] = 1000;

}

cudaMalloc((void **)&d_ind2, LEN * sizeof(int));

cudaMemcpy(d_ind2, h_ind2, LEN * sizeof(int), cudaMemcpyHostToDevice);

cudaBindTexture(0, texRef, d_ind2);

h_iscommon = (int *)malloc(LEN * sizeof(int));

cudaMalloc((void **)&d_iscommon, LEN * sizeof(int));

//after kenerl innovaction

cudaMemcpy(h_iscommon, d_iscommon, LEN * sizeof(int), cudaMemcpyDeviceToHost);

for(i = 0; i < LEN; ++i)

{

printf(“%d %d\n”, i, h_iscommon[i]);

}

cudaUnbindTexture(texRef);

cudaFree(d_ind2):

cudaFree(d_iscommon);

Free(h_ind2);

Free(h_iscommon);

device code:

int i;

for (i = 0; i < LEN; ++i)

{

d_iscommon[i] = tex1Dfetch(texRef, threadIdx.x);

}

[/codebox]

it seems that for i = 0, h_iscommon[0] = h_ind2[0] = 1000 and for i >= 1, h_iscommon[i] = 0. Why is that?