You are in luck. Well sort of... Seeing this is 3 years later.
Disclaimer: I HAVE NO CLUE WHY THIS WORKS:
Machine: x64 windows 10.
Graphics Card: Geforce GTX 960
Total Failure To Load Library : LoadLibraryA( "OpenCL64.dll" )
WRONG (but loads) : LoadLibraryA( "C:/Program Files/NVIDIA Corporation/OpenCL/OpenCL64.dll" )
WRONG (but loads) : LoadLibraryA( "C:/Program Files/NVIDIA Corporation/OpenCL/OpenCL.dll" )
CORRECT: LoadLibraryA( "OpenCL.dll" )
Here is the really insideous thing: Both of my "WRONG" answers will let you
grab function pointers, but when you call clGetPlatformIDs the return status
will be 0xFFFFFC17 ( CL_PLATFORM_NOT_FOUND_KHR ).
Then you'll be examining your function call correctness.
Maybe you'll even look at the calling convention. Maybe you'll check
the header files and make sure there are not any typos there. And yet,
you are looking in all the wrong places because the original problem happened
more steps back than you think.
Because of this problem, I build into my programs code that reads a file:
"OPEN_CL_SEARCH_PATHS.TXT" so the user of the software can change what DLL file
the program attempts to load.
While I am here, I would also like to add that there seems to be a bug with the
driver that makes it so OpenCL <==> OpenGL sharing is NOT a zero-copy share and
is incredibly laggy. Now I've got to go figure out Vulkan to make my fractal
rendering engine even though OpenCL's abstraction better suits the problem.
It is probably important to note that I am NOT using an SDK or any
validation layers. In fact, I am not even using
windows.h.
I wrote assembly code to grab the address of GetProcAddress and LoadLibrary by navigating the PEB file. I am also not using cl.h or cl_platform.h.
I reconstruct the structs I need from the documentation. I am also not
bothering with prototypes for function signatures either. For example,
I call "clGetPlatformIDs" by casting it to type "F_03" and then
calling it that way.
typedef void* (F_03)( void, void*, void* );