Reference for all PRISMA_* CMake options controlling rendering backends, audio drivers, editor builds, shared libraries, and upscalers across platforms.
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Prisma Engine’s build system is controlled entirely through CMake cache variables prefixed with PRISMA_. These options let you select rendering backends, audio drivers, dependency management strategy, editor inclusion, and optional upscaling technologies. Options are split across several CMake modules: cmake/DeviceOptions.cmake for device feature flags and cmake/UpscalerOptions.cmake for upscaler support.
The current default branch uses a simplified configuration that forces SDL3 + Vulkan + ImGui and locks out DirectX 12, OpenGL, and XAudio2. The tables below reflect both the option names and their effective defaults in this configuration.
Options in this group control which graphics API backends are compiled into the engine. Only one backend needs to be active at a time, though multiple can coexist.
Option
Type
Effective default
Description
PRISMA_ENABLE_RENDER_DX12
BOOL
OFF (forced)
Enable the DirectX 12 rendering backend. Windows only. Currently locked off in the default branch
PRISMA_ENABLE_RENDER_VULKAN
BOOL
ON (forced)
Enable the Vulkan rendering backend. Supported on Windows, Linux, and Android
PRISMA_ENABLE_RENDER_OPENGL
BOOL
OFF (forced)
Enable the OpenGL fallback backend. Linux only; currently locked off in the default branch
PRISMA_DEFAULT_RENDER_BACKEND
STRING
"Vulkan"
Sets the backend selected at runtime when multiple are compiled in
DirectX 12 requires Windows 10 or later and the DirectX-Headers package. Vulkan requires the Vulkan SDK 1.3+. On Android, Vulkan is the only supported backend — do not disable it for Android targets.
Enable the SDL3 cross-platform audio backend. Supported on Windows, Linux, and Android
PRISMA_ENABLE_AUDIO_XAUDIO2
BOOL
OFF (forced)
Enable the XAudio2 Windows native audio backend. Currently disabled pending interface refactoring
PRISMA_USE_NATIVE_AUDIO
BOOL
ON
When ON, the platform’s native audio API is preferred (XAudio2 on Windows, AAudio on Android). Set to OFF to force SDL3 audio on all platforms
PRISMA_ENABLE_AUDIO_XAUDIO2 is present in the CMake system but is commented out in the engine CMakeLists.txt pending an interface rewrite. Setting it ON currently has no effect.
Upscaler support is configured in cmake/UpscalerOptions.cmake. All upscalers are disabled by default and require additional SDK setup.
Option
Type
Default
Description
PRISMA_ENABLE_UPSCALER_FSR
BOOL
OFF
Enable AMD FidelityFX Super Resolution (FSR) 2.2. Cross-platform; works with Vulkan and DirectX 12
PRISMA_ENABLE_UPSCALER_DLSS
BOOL
OFF
Enable NVIDIA Deep Learning Super Sampling (DLSS). Requires NVIDIA GPU and the DLSS SDK; Windows only
PRISMA_ENABLE_UPSCALER_TSR
BOOL
OFF
Enable Temporal Super Resolution (TSR), an Unreal Engine-inspired temporal upscaler. Engine-native implementation
# Enable FSR for a Vulkan release buildcmake -B build/release \ -DPRISMA_ENABLE_RENDER_VULKAN=ON \ -DPRISMA_ENABLE_UPSCALER_FSR=ON \ -DCMAKE_BUILD_TYPE=Release
DLSS requires the NVIDIA DLSS SDK to be present at configure time. The SDK is not fetched via FetchContent and must be installed separately. See NVIDIA’s developer portal for download instructions.