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35 changes: 26 additions & 9 deletions lib/mayaUsd/render/vp2RenderDelegate/mayaPrimCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -776,15 +776,32 @@ void MayaUsdRPrim::_SyncDisplayLayerModes(SdfPath const& id, bool instancedPrim)
_displayLayerModesFrame = drawScene.GetFrameCounter();

// Obtain scene prim path
HdInstancerContext instancerContext;
int instanceIndex = instancedPrim ? 0 : UsdImagingDelegate::ALL_INSTANCES;
auto usdPath = drawScene.GetScenePrimPath(id, instanceIndex, &instancerContext);

// Native instances use per-instance _displayLayerModes
if (instancedPrim && instancerContext.empty()) {
_useInstancedDisplayLayerModes = true;
_displayLayerModes = DisplayLayerModes();
return;
SdfPath usdPath;

if (instancedPrim) {
auto delegate = drawScene.GetUsdImagingDelegate();
auto instancerId = delegate->GetInstancerId(id);

VtIntArray indices = delegate->GetInstanceIndices(instancerId, id);
const int instanceIndex = indices.empty() ? 0 : indices[0];

// The additional condition below is to prevent a crash in USD function GetScenePrimPath
bool instanced = !instancerId.IsEmpty();
instanced = (instanced && !indices.empty());

HdInstancerContext instancerContext;
usdPath = instanced ? drawScene.GetScenePrimPath(id, instanceIndex, &instancerContext)
: SdfPath();

// Native instances use per-instance _displayLayerModes
if (instancerContext.empty()) {
_useInstancedDisplayLayerModes = true;
_displayLayerModes = DisplayLayerModes();
return;
}
} else {
const int instanceIndex = UsdImagingDelegate::ALL_INSTANCES;
usdPath = drawScene.GetScenePrimPath(id, instanceIndex, nullptr);
}

// Otherwise, populate display layer modes
Expand Down