opengl – glFinish在clEnqueueReleaseGLObjects之后永远挂起

下面的代码运行正常(
Windows 7,Nvidia GTX 750 Ti)与Nvidia驱动程序361.91(和更早版本),但挂起与较新的版本,如364.72和368.69.现在glFinish仅在调用clEnqueueReleaseGLObjects后才阻止程序的执行.在责备驱动程序之前,我怀疑我的OpenCL / OpenGL互操作方式有问题,所以这里是一个小整个程序的代码,可以重现问题,问题就在最后:

#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>

#include <SDL.h>
#include <gl/glew.h>
#include <SDL_opengl.h>
#include <gl/glut.h>

#pragma comment (lib, "C:\\Program Files\\NVIDIA GPU Computing Toolkit\\CUDA\\v7.5\\lib\\x64\\OpenCL.lib")
#include <CL/cl.h>
#include <CL/cl_gl.h>

cl_int init_cl_context(cl_context *context, cl_command_queue *command_queue)
{
    cl_int i, ret, pf_index=-1;
    cl_platform_id  platform_id[16];
    cl_device_id    device_id[16];
    cl_uint     ret_num_platforms;
    cl_uint     ret_num_devices;

    ret = clGetPlatformIDs(sizeof(platform_id)/sizeof(*platform_id), platform_id, &ret_num_platforms);  // get all the platforms

    for (i=0; i<ret_num_platforms; i++)     // go through all the platforms
    {
        ret = clGetDeviceIDs(platform_id[i], CL_DEVICE_TYPE_GPU, sizeof(device_id)/sizeof(*device_id), device_id, &ret_num_devices);    // get all the suitable GPU devices

        if (ret_num_devices > 0)        // stop trying platforms when a suitable device is found
        {
            pf_index = i;
            break;
        }
    }

    cl_context_properties properties[] = { CL_GL_CONTEXT_KHR, (cl_context_properties)wglGetCurrentContext(), CL_WGL_HDC_KHR, (cl_context_properties)wglGetCurrentDC(), CL_CONTEXT_PLATFORM, (cl_context_properties)platform_id[pf_index], 0 };
    *context = clCreateContextFromType(properties, CL_DEVICE_TYPE_GPU, NULL, NULL, &ret);
    *command_queue = clCreateCommandQueue(*context, device_id[0], 0*CL_QUEUE_OUT_OF_ORDER_EXEC_MODE_ENABLE | 0*CL_QUEUE_PROFILING_ENABLE, &ret);

    return ret;
}

int main(int argc, char *argv[])
{
    cl_int ret=0;
    int w = 800, h = 600;
    SDL_Window *window;
    SDL_Renderer *renderer;
    cl_context context;
    cl_command_queue command_queue;
    cl_mem cltex;           // CL buffer of type image_2d_t pointing to the GL texture
    uint32_t gltex;         // ID of the GL texture for cltex

    //**** Init SDL, OpenGL/glew ****
    SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_AUDIO);

    window = SDL_CreateWindow ("Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_OPENGL);
    SDL_GetWindowSize(window, &w, &h);

    SDL_GL_CreateContext(window);
    glewExperimental = 1; 
    glewInit();

    renderer = SDL_CreateRenderer(window, -1, 0*SDL_RENDERER_PRESENTVSYNC);
    //-------------------------------

    ret = init_cl_context(&context, &command_queue);    // initialise the CL context to match GL as to make the interop possible

    // create an OpenGL 2D texture normally
    glEnable(GL_TEXTURE_2D);
    glGenTextures(1, &gltex);                                   // generate the texture ID
    glBindTexture(GL_TEXTURE_2D, gltex);                                // binding the texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);        // specify texture dimensions, format etc

    cltex = clCreateFromGLTexture(context, CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, 0, gltex, &ret);   // Creating the OpenCL image corresponding to the texture (once)

    ret = clFinish(command_queue);
    //glFinish();                  // this works fine
    ret = clEnqueueReleaseGLObjects(command_queue, 1, &cltex, 0, 0, NULL);          // release the ownership from CL back to GL
    clFinish(command_queue);
    glFlush();

    printf("This blocks the execution forever:\n");
    glFinish();                   // this blocks everything
    printf("This never gets printed\n");

    return 0;
}

在我更大的程序(具有完全相同的问题)中,一切都运行良好,直到驱动程序更新,现在甚至在更新之前编译的二进制文件显示上面演示的相同冻结.为了便于阅读,我删除了返回代码的检查,但是在这个小程序和较大的程序中,它都没有报告任何问题.而且我看不出任何明显错误的我可能会做的……

最佳答案 显然我的问题来自向后做事,因为我试图从前一帧中获得结果,然后我将事情排除在外.

如果在第一帧我跳过那部分并继续直接排队第一个任务然后它不再阻止.

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