we currently use the ANGLE DX11 backend with linear device color space. We use SkiaSharp to directly render into the final render target by creating a SkSurface from the render target.
However, we have subtle differences in rendering colors and especially glyph edges compared to gamma device color space.
This is the surface setup, the render target format is R8G8B8A8_UNorm_SRgb:
What is the correct setting to get correct font rendering when the DirectX device is set to linear color space?