17.1 OpenGL 4.2+ for Intel Ivy Bridge (more than Intel driver for Windows, OpenGL 3.3+ for Intel Open SWR Rasterizer (important for cluster Computer for huge simulations) 2017-12-08: Mesa 17.3 AMD Vulkan Driver RADV full compliant in Khronos Test of Vulkan 1.0 2018-05-18: Mesa 18.1 with Vulkan 1.1 (Intel ANV and AMD RADV) 2018-09-07: Mesa 18.2 with OpenGL 4.3 for Soft Driver VIRGL (important for virtual machines in cloud Cluster Computer), OpenGL ES 3.1 for Freedreno with Adreno A5xx 2019-06-11: Mesa 19.1 released with Intel's next generation 'iris' graphics driver for generation 8+ iGPUs 2019-12-11: Mesa 19.3 released OpenGL 4.6 with Intel i965 with gen 7+ and optional Iris Gen 8+ 2020-03-18: Mesa 20.0 released OpenGL 4.6 with AMD GCN and Vulkan 1.2 for Intel 2020-05-27: Mesa 20.1 released NIR vectorisation support and shared virtual memory support for OpenCL in Clover 2020-11-30: Mesa 20.3 full support of OpenCL 1.2 in Clover 2021-03-11: Mesa 21.0 initial support of "D3D12“: Direct 3D 12 for WSL2 in Windows 10 with OpenGL 3.3+, ARM Freedreno: OpenGL 3.3+ 2021-05-05: Mesa 21.1 initial support of Google VirtIO GPU Driver "Venus“ with Vulkan 1.2+; Zink: OpenGL 4.6+, OpenGL ES 3.1+; Qualcomm Turnip, Lavapipe: Vulkan 1.1+ 2021-08-04: Mesa 21.2 initial support of new Intel Crocus OpenGL 4.6 driver based on gallium3D to Intel Sandy Bridge to Haswell for old i965, Vulkan Driver panVK for ARM Panfrost 2022-03-09: Mesa 22.0 full support of Vulkan 1.3 by Intel Anvil and AMD RADV Performance Performance comparison of free and open-source graphics device drivers History Project initiator Brian Paul was a graphics hobbyist. He thought it would be fun to implement a simple 3D graphics library using the OpenGL API, which he might then use instead of VOGL (very ordinary GL Like Library). Beginning in 1993, he spent eighteen months of part-time development before he released the software on the Internet in February 1995. The software was well received, and people began contributing to its development. Mesa started off by rendering all 3D computer graphics on the CPU. Despite this, the internal architecture of Mesa was designed to be open for attaching to graphics processor-accelerated 3D rendering. In this first phase, rendering was done indirectly in the display server, leaving some overhead and noticeable speed lagging behind the theoretical maximum. The Diamond Monster 3D, using the Voodoo Graphics chipset, was one of the first 3D hardware devices supported by Mesa. The first