I have your exact same question. I have not watched session 604 yet but there is some documentation on SceneKit and Tessellation via the SCNProgram class.
https://developer.apple.com/reference/scenekit/scnprogram/1523852-tessellationcontrolshader
A program’s tessellation control shader executes once for each vertex in the geometry it renders. The tessellation control shader takes as input the vertex positions output by the vertex shader, and outputs tessellation-level information to be used by the hardware tessellator for subdividing polygons and edges. The tessellator then provides input to your tessellation evaluation shader.
Tessellation shaders require OS X and OpenGL Core Profile. To use OpenGL Core Profile in a SceneKit view, set the view’s
pixelFormat
property. Tessellation shading is optional—to render without a tessellation shader, set this property’s value to
nil
(the default). However, if you specify a tessellation control shader, a tessellation evaluation shader is also required.
SceneKit compiles and links your shader program only when it is needed for rendering. To be notified of program compilation errors, provide a
delegate
object for the program.
https://developer.apple.com/reference/scenekit/scnprogram/1523760-tessellationevaluationshader