The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.
Instead of using this function, we recommend that you use resource functions, then these:
Create a shader-resource view from a resource.
HRESULT D3DX11CreateShaderResourceViewFromResource( _In_ ID3D11Device *pDevice, _In_ HMODULE hSrcModule, _In_ LPCTSTR pSrcResource, _In_ D3DX11_IMAGE_LOAD_INFO *pLoadInfo, _In_ ID3DX11ThreadPump *pPump, _Out_ ID3D11ShaderResourceView **ppShaderResourceView, _Out_ HRESULT *pHResult );
A pointer to the device (see ID3D11Device) that will use the resource.
Handle to the resource module containing the shader-resource view. HMODULE can be obtained with GetModuleHandle Function.
Name of the shader resource view in hSrcModule. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.
Optional. Identifies the characteristics of a texture (see D3DX11_IMAGE_LOAD_INFO) when the data processor is created; set this to NULL to read the characteristics of a texture when the texture is loaded.
A pointer to a thread pump interface (see ID3DX11ThreadPump Interface). If NULL is specified, this function will behave synchronously and will not return until it is finished.
Address of a pointer to the shader-resource view (see ID3D11ShaderResourceView).
A pointer to the return value. May be NULL. If pPump is not NULL, then pHResult must be a valid memory location until the asynchronous execution completes.
The return value is one of the values listed in Direct3D 11 Return Codes.