You can use OpenGl 4.x tessellation shaders to convert Bezier control points into polygons.

A google search for "tessellation shader bezier" found this outline describing the tessellation of Bezier surfaces and curves:

http://web.engr.oregonstate.edu/~mjb/cs519/Handouts/tessellation.1pp.pdf

This offloads the Bezier evaluation from the CPU to the GPU and reduces the data flow across the bus.