I've just spent the better part of a day trying to debug a very similar problem. I was coding directly to the Windows API and running the app on a Windows 8 desktop. No matter what I tried I was getting an access violation at the address 0xFC when I tried to use clEnqueueAcquireGLObjects on a shared vertex buffer. If I passed in invalid data to clEnqueueAcquireGLObjects, it handle that correctly. But whenever I tried to actually acquire my vertex buffer it would throw an exception.
I finally "solved" my problem by throwing out my own window creation code and using FreeGLUT 2.8.1. It would seem that there is something very particular about the way an OpenGL ready window gets created under Windows for the AMD SDK to integrate with it. I've attached a sample of the code I was previously using to setup the window.