Multi-display work weirdly when use Camera.Render() to manually render camera.

I used Camera.Render() to render the camera manually. It works fine at single display.
But at multi-display, it’s totally weird. Cameras didn’t render to it’s targetDisplay.

I build a simple test scene.
2 cameras render at 2 displaay.

when not use manually render, it looks right.
But when i add this script to each camera gameobject.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent( typeof(Camera) )]
public class testManullyRender : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {
        GetComponent<Camera>().enabled = false;
    }

    void LateUpdate()
    {
        GetComponent<Camera>().Render();
    }
}

both of displays shows camera 1.

Did i make some mistakes? Or multi-Display not support calling Camera.Render manually?

I would think that multiple display mode does not support this. Could you file a bug report so we can properly investigate?