Lauri Kasanen has written into Phoronix about the state of the MLAA for Mesa work and is now looking for the community to help in testing this code to see where it works and where it doesn't.
I have finished the client-side port of the algorithm, and could really use some data on what hardware (& software) does it run on currently. The lower the better, preferably R500 or Geforce 6 level, but info on better hw and even blobs would be interesting too.
It requires OpenGL 2.0 and GL_ARB_shader_texture_lod (Mesa 7.11, 7.10 does not have that).
As it is currently, the app is indicative on whether the algorithm will run on your hardware. In the final version in Mesa the speed should improve somewhat due to having less layers, and the quality should be better due to access to depth data. The test app is only using color data, which gives somewhat worse quality than with depth.
32-bit and 64-bit developers have also been made available by the Finnish developer on FreeDesktop.org. The MLAA code hasnt been merged to master for now, but is currently living on GitHub. "Requires Irrlicht 1.7 to build. A one-liner patch to irrlicht is necessary to use the stencil optimization; without it speed is worse, but output is the same."
There's also some MLAA screenshots and other information on this 2011 GSoC project on the student's blog.