I would like to know the thinking behind this order. #pragma exclude_renderers d3d11_9x

I’m seeing this instruction in a lot of shaders.
#pragma exclude_renderers d3d11_9x

I know what it literally means, but I don’t understand why everyone writes about it.
There are 2 versions that I can find.
1, One argument I’ve seen is that it improves runtime performance.
2, The purpose of exclude_renderers is to improve shader compilation time, OpenGL shaders must be compiled at least once when running the apps, but D3D shaders can be compiled on build-time.

Can anyone answer my questions?