Compiling this can cause jank. This is still an issue in Quake3. There is a way
to solve it but it's rather involved and certainly not this weekend's project.
Better perf debugging on the other hand apparently is ^_^
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22353>
nir_shader *nir = nir_shader_clone(NULL, so->nir);
+ /* This can happen at inopportune times and cause jank, log it */
+ perf_debug(dev, "Compiling shader variant #%u",
+ _mesa_hash_table_num_entries(so->variants));
+
bool force_translucent = false;
if (nir->info.stage == MESA_SHADER_VERTEX) {