I know that to convert from linear to sRGB (or the other way around) you have to apply a gamma correction of 2.2, but how do you convert from RAW to sRGB? I have a whole project using RAW color management because it's much easier to get the right colors when you are doing product texturing, and all of a sudden I'm asked to bake everything for real time. So here I am with all my RAW diffuse textures baked down, and Photoshop opened wondering how to convert them to sRGB space for some final touches in Substance Painter later on.
So the difference between Linear, Non-Color and RAW Image Texture node's Color Space options seems to be subtle:
Linear option is for linear color space. This means it is color information and will be treated accordingly if color space conversions are needed.
RAW is still color information, however it is color information that will not be managed in any way and will be as is. It will not go through any color transforms so in Blender's context it will be linear, because that's what Blender uses internally for rendering and calculations.
Non-Color is information that is not color and will also not be managed as color by color management at all. It will not go through any color transforms and will also remain linear.
You can see that Non-Color and RAW is exactly the same thing in all practical aspects except meaning, while Linear and Non-Color differs in the way Blender should treat the data.
So if you know how to work with Linear color space, the same should work for you with RAW. If you apply gamma of 2.2 to it you will get an approximation of sRGB color space. sRGB is not exactly the same as gamma 2.2 though, but this does not seem important in this context. See https://www.nayuki.io/page/srgb-transform-library for example if you want to know more about it for some reason.