Both GPU and CPU workflows are supported (where the CPU workflow involves sending all pixels for an image manually).
This does require a custom build of Godot and only works on Windows, as Spout only works on Windows.
Development Notes
The VisualServer was also patched to allow access to the OpenGL FBO. I was hoping to avoid doing this, but according the Godot issue tracker, the low-level graphics API was never fully exposed.
Receiving data isn’t yet implemented, since more digging is required in order to figure out how to pass OpenGL texture handles to Godot without breaking the existing render pipeline for Godot. But I am looking into it
Receiving and processing image pixels in Godot is easy enough, but if we’re using Spout + a custom Godot build, we might as well go for performance using OpenGL.
I have updated the Master branch SpoutLibrary binaries to include changes to resolve a linking problem. Of course let me know if you find any problems.
Send Fbo is around 0.5 msec per frame, so stick to that if you can.