Ok pretty simple here, first compile your shader to get bytecode.
Then create an instance of ShaderReflection
byte[] yourbytecode;
SharpDX.D3DCompiler.ShaderReflection sr;
sr = new ShaderReflection(yourbytecode);
To find how many resources are bound:
int ResourceCount = sr.Description.BoundResources;
Then to get details about it:
InputBindingDescription desc = sr.GetResourceBindingDescription(index);
It contains name, dimension and other usefule data.