In this recipe, we will perform tessellation upon a bicubic Bezier control patch using the tessellation stages of the graphics pipeline. This tessellation will use the `quad`

domain of the tessellator. We will update the `CommonTess.hlsl`

shader code to include the methods to perform bicubic interpolation of the Bezier control points using **De Casteljau's algorithm** to subdivide a Bezier curve at an arbitrary point along the curve.

We will continue on from the earlier recipe, *Preparing the vertex shader and buffers for tessellation*.

We will first implement the shader code for tessellating our Bezier control points. We will then implement a renderer for a bicubic Bezier surface. Consider the following steps:

First within

`CommonTess.hlsl`

, we add the hull shader constant data structure to be generated for a Bezier patch:// Max 32 outputs struct HS_BezierPatchConstant { float EdgeTessFactor[4] : SV_TessFactor; float InsideTessFactor...