We've filed a bug - not sure when it's going to happen, but you can follow along at
skbug.com/14621. Depending on how often you need to do the custom blending, you can work around it (with a possible performance penalty) by doing something like:
- Draw first content to surface
- makeImageSnapshot() to convert destination surface to an image
- Create a runtime shader that reads from both the image and whatever content you want to blend over it
- Do the custom blending in the runtime shader instead
If you want to do repeated drawing with custom blending, this doesn't work very well (you have to keep re-converting the surface to an image), but if it's just a single final draw with a custom blend mode, it should be okay.