For the simple vertex shader below to render a triangle, when is it safe to update the uniform mvpMatrix from the CPU (using glUniformMatrix4fv)? Is it safe to assume that after a draw call, e.g. glDrawArrays that the uniform can be updated for the next draw? Or are there sync mechanisms to ensure that the update is not taking place mid way through the vertex shader applying the MVP matrix.
#version 330
layout (location=0) in vec3 vert
uniform mat4 mvpMatrix;
void main(void)
{
gl_Position = mvpMatrix * vec4(vert, 1.0);
}