It requires 'ID3D11ShaderResourceView *const *', two asterisks means pointer to pointer. You can pass either:
address of your
ID3D11ShaderResourceView*
context->PSSetShaderResources(0, 1, &texture);
or an array of
ID3D11ShaderResourceView*
if you need to bind multiple SRVs in one callauto arrayOfTextures = { srv1, srv2, srv3 }; context->PSSetShaderResources(0, numberOfTextures, arrayOfTextures);
See documentation of ID3D11DeviceContext::PSSetShaderResources method.