Updating the underlying data of a texture? Can I copy new data to the underlying array of a texture

Hi, I was wondering if it possible/acceptable to copy new data to the underlying array of a texture reference, without having to bind the array again and still having a valid texture? Of course, the new data would be the same data-type and size as the original array. It seems to make sense, but I haven’t seen any examples of this. Below is sample code from the programming guide, with two extra lines demonstrating what I want to do:

int main() 

{ 

	// Allocate CUDA array in device memory 

	cudaChannelFormatDesc channelDesc =  cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); 

	cudaArray* cuArray; 

	cudaMallocArray(&cuArray, &channelDesc, width, height); 

	// Copy to device memory some data located at address h_data 

	// in host memory  

	cudaMemcpyToArray(cuArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); 

	// Set texture parameters 

	texRef.addressMode[0] = cudaAddressModeWrap; 

	texRef.addressMode[1] = cudaAddressModeWrap; 

	texRef.filterMode	 = cudaFilterModeLinear; 

	texRef.normalized	 = true; 

	// Bind the array to the texture 

	cudaBindTextureToArray(texRef, cuArray, channelDesc); 

	// Allocate result of transformation in device memory 

	float* output; 

	cudaMalloc((void**)&output, width * height * sizeof(float)); 

	// Invoke kernel 

	dim3 dimBlock(16, 16); 

	dim3 dimGrid((width  + dimBlock.x – 1) / dimBlock.x, (height + dimBlock.y – 1) / dimBlock.y); 

	transformKernel<<<dimGrid, dimBlock>>>(output, width, height, angle); 

	// NEW!  Copy different data to the underlying array of the texture reference

   cudaMemcpyToArray(cuArray, 0, 0, h_data_NEW, size, cudaMemcpyHostToDevice); 

	// NEW! Re-run kernel with new data (note: the kernel calls tex2D)

	transformKernel<<<dimGrid, dimBlock>>>(output, width, height, angle); 

	// Free device memory 

	cudaFreeArray(cuArray); 

	cudaFree(output); 

}

As long as the two kernel invocations don’t run concurrently, I don’t see why this would be a problem. Is it not working as expected?