Last time I had to port something from ES to desktop OpenGL, I think it took half an hour. Maybe less. I don't think you should consider that a deal breaker. But if you just need something to offline render it, I think Cairo might be able to do it?
I have myself been keeping an eye open for good open source SVG rendering libraries, but have found none that works really well. (Any tips anyone might have are welcome).
Cairo has the primitives needed to render SVG, but I think it has no way of doing SVG filters like blur and so on. If you don't need that, it can probably be made to work. It won't be trivial, though. Cairo has no built in support for rendering an SVG. Inkscape (SVG editing program) has been struggling for years with attempting to convert their renderer to use Cairo instead. They still are not done.
There exists a library built on top of Cairo called librsvg. I don't know how well it supports advanced features like filters, though. The problem with librsvg is that it isn't very standalone, it requires a lot of the base libraries for the GTK+ toolkit.
QT also has an SVG renderer. I tried it, and it doesn't support filters. It also isn't very standalone as it requires much of QT functionality.
The problem with making a decent SVG renderer seems to be text support. Most of the dependencies in librsvg and QTs implementation seem to be because of this.
My plan from the beginning was to have SVG as textures in a game, but after some research I just gave up and surrendered to use pixel graphics instead.