I think the correct way to access depth-stencil surface as texture (SRV) is to
1. create the resource as:
2. create depth stencil surface as:
3. Create *two* separate SRVs for accessing depth and stencil parts of the surface of formats:
You can only access depth from the first SRV (by reading red/x component of the texture as normalized float value) and only access stencil component from the second SRV (reading as unsigned integer).
This should work on all IHVs.