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CreateDepthStencilView() return E_INVALIDARG

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Actually I have a double problem with the DepthStencilView creation. On one side when I try to create the depth stencil view with a given D3D11_DEPTH_STENCIL_VIEW_DESC structure I get an "An invalid argument was passed to the returning function." error mesage; and on the other side if I set this parameter to 0, nothing is drawn onto my screen.
Here's the correspoding code snipet:
[source lang="cpp"]D3D11_TEXTURE2D_DESC depthStencil_DESCRIPTOR;
ZeroMemory(&depthStencil_DESCRIPTOR, sizeof(D3D11_TEXTURE2D_DESC));
depthStencil_DESCRIPTOR.Width = ClientWidth;
depthStencil_DESCRIPTOR.Height = ClientHeight;
depthStencil_DESCRIPTOR.MipLevels = 1;
depthStencil_DESCRIPTOR.ArraySize = 1;
depthStencil_DESCRIPTOR.SampleDesc.Count = 4;
depthStencil_DESCRIPTOR.SampleDesc.Quality = m4xMsaaQuality - 1;
depthStencil_DESCRIPTOR.Usage = D3D11_USAGE_DEFAULT;
depthStencil_DESCRIPTOR.CPUAccessFlags = 0;
depthStencil_DESCRIPTOR.MiscFlags = 0;

ID3D11Texture2D* depthStencilBuffer;
result = m_Device->CreateTexture2D(&depthStencil_DESCRIPTOR, 0, &depthStencilBuffer);
if (FAILED(result))
return false;

ZeroMemory(&DepthStencilState_DESCRIPTOR, sizeof(D3D11_DEPTH_STENCIL_DESC));
DepthStencilState_DESCRIPTOR.DepthEnable = true;
DepthStencilState_DESCRIPTOR.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
DepthStencilState_DESCRIPTOR.DepthFunc = D3D11_COMPARISON_LESS;
DepthStencilState_DESCRIPTOR.StencilEnable = true;
DepthStencilState_DESCRIPTOR.StencilReadMask = 0xFF;
DepthStencilState_DESCRIPTOR.StencilWriteMask = 0xFF;
// Stencil Operations on Front facing pixels
DepthStencilState_DESCRIPTOR.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
DepthStencilState_DESCRIPTOR.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
DepthStencilState_DESCRIPTOR.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
DepthStencilState_DESCRIPTOR.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations on Back facint pixels
DepthStencilState_DESCRIPTOR.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
DepthStencilState_DESCRIPTOR.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
DepthStencilState_DESCRIPTOR.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
DepthStencilState_DESCRIPTOR.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

result = m_Device->CreateDepthStencilState(&DepthStencilState_DESCRIPTOR, &m_DepthStencilState);
if (FAILED(result))
return false;

m_Context->OMSetDepthStencilState(m_DepthStencilState, 1);

ZeroMemory(&DepthStencilView_DESCRIPTOR, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
DepthStencilView_DESCRIPTOR.Format = depthStencil_DESCRIPTOR.Format;
DepthStencilView_DESCRIPTOR.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
DepthStencilView_DESCRIPTOR.Texture2D.MipSlice = 0;

result = m_Device->CreateDepthStencilView(depthStencilBuffer, &DepthStencilView_DESCRIPTOR, &m_DepthStencilView);
if (FAILED(result))
return false;[/source]

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Your dimension for the DSV needs to be D3D11_DSV_DIMENSION_TEXTURE2DMS if the Texture2D was created with multisampling. Also if you pass the D3D11_CREATE_DEVICE_DEBUG flag when creating your device you will get descriptive error messages in the debug output window.

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