You've got a lot of moving parts going on in your question.
It appears you have a constant buffer as a shader resource view. I.e., constant buffers should be created with CreateBuffer and D3D11_BIND_CONSTANT_BUFFER, and bound to a shader stage with VS(GS,PS)SetConstantBuffers. Textures SRVs are created from texture data and CreateShaderResourceView, and bound to a shader stage with (e.g.) PSSetShaderResources.
With constant buffers and SRVs defined/created separately as mentioned above, then, for a single stage (e.g., the pixel shader), PSSetConstantBuffers( 0, ... ) and PSSetShaderResources( 0, ... ) is valid.
IF you have all your shaders (VS, GS, PS, etc.) in a single file, and compile the shaders separately from that one file, that may be causing you some confusion. You may want to start out with separate files for each shader stage and see how things work out. E.g., shaderVS.hlsl, shaderPS.hlsl, etc., define in each file only the code and buffers you need for that stage, and compile each shader from its own file.
That approach may have other advantages, also. If you ever get into a situation where (e.g.) you need 12 constant buffers in the VS stage, and 12 different constant buffers in the PS stage, you'll have difficulty doing that in a single file because the number of constant buffers in a single stage is limited, but confusion may reign if you define them all in a single file. With separate files, that wouldn't be a problem.
Another advantage to the separate file approach, if you save compiled blobs, rather than compiling a shader for each start of your app, you can compare write times between the hlsl file and the blob file, and recompile the hlsl only if it's newer than the blob. With a single hlsl file for all the stages, you'll have to recompile the PS, even if you've only revised the VS.
EDIT: If you must have a single file for all the shaders, you can fill the file with lots of #ifdef / #endif pairs surrounding each stage and add a stage-specific #define to the D3DCompileFromFile call. Note, however, that if you save blobs, you'll still recompile every stage each time the file is edited.