The simplest approach IMO would be to use a cone mesh for your flashlight, and use an inscattering pixel shader on it with additive blending - no culling or depth testing.
To get a correct result for your beam though, you only want the light accumulated from the front of the mesh to the back, not from the camera to the back (which is what you'll get if you use the inscatter shader on it's own). To fix this you'll need to subtract the front face results from the back face (you can use SV_IsFrontFace or VFACE to determine front faces and then multiply the output by -1 if it's a front face). This will remove the contribution from the front faces, giving you only the inscattering through the beam from the front to the back. You'll also need to use the depth buffer to avoid your beams going through surfaces (volumeDepth = min( sceneDepth, meshDepth )).
Essentially what I'm describing is this.
If you need something with a little more flexibility, you can ray march your light volume or voxelize it (in light space, view space or world space). All of the approaches come with their own benefits and tradeoffs, so it's really up to you to decide which will suit your needs. For a simple flashlight I'd go with the beam approach because it can be done at full resolution, is very fast, doesn't suffer from limited resolution or limited sampling and has perfect temporal stability since it's essentially just a cone mesh with a fancy shader on it.
Edit: Here's some pseudo-code. Make sure your winding order is correct when picking the front faces or this won't work properly!
float sceneDepth = tex2D( depthMap, IN.texCoord.xy ); // Linear depth, make sure it's 0-Far Plane and not 0-1 for this shader.
float meshDepth = IN.meshDepth; // Same as above, but from the vertex shader of this mesh.
float volumeDepth = min(meshDepth, sceneDepth); // Minimum of scene depth and mesh depth for the inscattering integral.
float3 viewDir = normalize( IN.viewDir.xyz ); // world position - camera position
float inscattering = InScatter(cameraPos, viewDir, lightPos, volumeDepth); // Function from Macklin's blog.
inscattering *= isFrontFace ? -1.0f : 1.0f; // isFrontFace = SV_IsFrontFace
return inscattering; // Output