Dynamic allocation of textures

Is it possible to dynamically allocate memory for textures? I want to save many volumes in one 3D texture each, but I don’t know how many I need until I run the code.

I want something like this

texture<float, 3, cudaReadModeElementType>* my_Volumes[NUMBER_OF_VOLUMES];
texture<float, 3, cudaReadModeElementType> current_volume = my_Volumes[3];

I also have the same question as wanderine. It would be gud if we could have it.