Thanks 
Good to know that for shaders the default is to -not- set sRGB.
Upon further reading it seems that it’s also possible that Gamma is set by default through the graphics API at the end of the pipeline (so unrelated to shader setting). I can imagine this is also the reason why it’s important to have it off by default in the shader, as otherwise there would be double gamma encoding.
For example for D3D in the link below it is suggested that upon writing out values to the monitor these are gamma corrected by default. If you look further this is something that can be set explicitly or not, the important part being that Gamma can also be set at this stage of the pipeline, unrelated to shader settings.
https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/using-gamma-correction
My assumption would be that it uses default behaviour for the various video drivers (D3D, GL, Vulkan), which would be that it is encoding the signal to sRGB space upon sending data to the monitor. Or, as it is worded in the link above that at this stage the video driver “looks up gamma-corrected values in the table and then sends the corrected values to the monitor instead of the actual surface values”.
Could you also confirm for this stage what the default settings are for Retroarch?