That's like saying "GPUs support Master Chief". You can model Master Chief with triangles, and you can model parametric curves with triangles. But I wouldn't call it "supporting parametric curves", you're still rasterizing triangles, they're just morphed into the shape of a curve. And most practical, shipping versions of this technique would do adaptive triangulation on the CPU, since otherwise you don't have an idea of your mesh density and are either over-submitting or under-submitting triangles.
Loop-Blinn, similarly, is mostly a CPU-side approach and has a lot of drawbacks, but at it's core it's using the pixel shader to define a curve profile.