I have a directed acyclic graph created by users, where each node (vertex) of the graph represents an operation to perform on some data. The outputs of a node depend on its inputs (obviously), and that input is provided by its parents. The outputs are then passed on to its children. Cycles are guaranteed to not be present, so can be ignored.
This graph works on the same principle as the Shader Editor in Blender. Each node performs some operation on its input, and this operation can be arbitrarily expensive. For this reason, I only want to evaluate these operations when strictly required.
When a node is updated, via user input or otherwise, I need to reevaluate every node which depends on the output of the updated node. However, given that I can't justify evaluating the same node multiple times, I need a way to determine the correct order to update the nodes. A basic breadth-first traversal doesn't solve the problem. To see why, consider this graph:
A traditional breadth-first traversal would result in D being evaluated prior to B, despite D depending on B.
I've tried doing a breadth-first traversal in reverse (that is, starting with the O1 and O2 nodes, and traversing up the graph), but I seem to run into the same problem. A reversed breadth-first traversal will visit D before B, thus I2 before A, resulting in I2 being ordered after A, despite A depending on I2.
I'm sure I'm missing something relatively simple here, and I feel as though the reverse traversal is key, but I can't seem to wrap my head around it and get all the pieces to fit. I suppose one potential solution is to use the reverse traversal as intended, but rather than avoiding visiting each node more than once, just visiting each node each time it comes up, ensuring that it has a definitely correct ordering. But visiting each node multiple times and the exponential scaling that comes with that is a very unattractive solution.
Is there a well-known efficient algorithm for this type of problem?
