Let's try and keep it friendly and on-topic here.
To get back to the question being asked...have you tried forcing the an error from the debug layer? It should be pretty easy to this: just bind a texture as both a render target and a shader resource simultaneously, or use some incorrect parameters when creating a resource. You can also tell the debug layer to break into the debugger on an error or warning, which will ensure that you're not somehow missing the message:
ID3D11InfoQueue* infoQueue = nullptr; DXCall(device->QueryInterface(__uuidof(ID3D11InfoQueue), reinterpret_cast<void**>(&infoQueue))); infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, TRUE); infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE); infoQueue->Release();