That's about DirectX 9.
In typical case of rendering with vertex shader, there's one or more stream sources set in device, and format of the source data is defined using vertex declaration.
Now, if a vertex shader used need some attribute (for example, one with D3DDECLUSAGE_NORMAL and UsageIndex 1 or 2), but vertex declaration that's provided doesn't have that attribute included (ie. data provided in stream sources doesn't include that attribute), and DrawPrimitive is called, where does DirectX get value for that attribute?