how to make PNG image blending with the normal
I might be wrong but I don't think you can blend the logo with a Normal map only.
You want to paint the logo on the threads of the fabric/cover and mask out the holes. For this, you need a Height or Displacement texture that has the info where the holes are.
For the example, I used the Displacement and the Roughness textures of this fabric. Got the logo, inverted the colors, then painted it with the Stencil mode of the brush on a new texture. For the Math node which is used to mask the logo, I've inverted the colors (logo=white=1, background=black=0). Of course, you can just use an Invert node before the Math node.
Once the Image Texture nodes are set up, you can mix the logo with the Mix RBG node and mask the logo with a Math node (mode: Multiply). The Color Ramp controls the opacity of the "paint"/logo. The Displacement texture (black & white) is used for the mixed color because plain white still looks too strong. You can use another Color Ramp to colorize the logo.
The Normal texture is omitted from the example since there is already the Displacement texture and the images are big. The Bump node does the job.
Update: After I had a closer look at the material, it looks more like hard plastic with holes in it than a fabric. In this case, you can get away with just an image that has dots on it.
The logo has now an extra UV map. So you don't need an extra texture and no need to paint it.
The image with dots can be used for the Roughness and Specular slots. Mask the holes with Color Ramps and you can create little black holes. (With the Alpha slot they even can become transparent).