It must be a new texture. The bmap textures normally don't have D3DUSAGE_RENDERTARGET.
However you can assign the texture to a bmap this way:
1. Release the original d3dtex of the bmap, and set d3dtex to pTarget.
2. Set the bmap flag RENDERTARGET, and reset MANAGED
const long RENDERTARGET = 1<<15; // Texture is allocated as a render target
const long MANAGED = 1<<27; // need not to be restored when device changes