Recognizing stack frames in a stack using saved EBP values - c

I would like to divide a stack to stack-frames by looking on the raw data on the stack. I thought to do so by finding a "linked list" of saved EBP pointers.
Can I assume that a (standard and commonly used) C compiler (e.g. gcc) will always update and save EBP on a function call in the function prologue?
pushl %ebp
movl %esp, %ebp
Or are there cases where some compilers might skip that part for functions that don't get any parameters and don't have local variables?
The x86 calling conventions and the Wiki article on function prologue don't help much with that.
Is there any better method to divide a stack to stack frames just by looking on its raw data?
Thanks!

Some versions of gcc have a -fomit-frame-pointer optimization option. If memory serves, it can be used even with parameters/local variables (they index directly off of ESP instead of using EBP). Unless I'm badly mistaken, MS VC++ can do roughly the same.
Offhand, I'm not sure of a way that's anywhere close to universally applicable. If you have code with debug info, it's usually pretty easy -- otherwise though...

Even with the framepointer optimized out, stackframes are often distinguishable by looking through stack memory for saved return addresses instead. Remember that a function call sequence in x86 always consists of:
call someFunc ; pushes return address (instr. following `call`)
...
someFunc:
push EBP ; if framepointer is used
mov EBP, ESP ; if framepointer is used
push <nonvolatile regs>
...
so your stack will always - even if the framepointers are missing - have return addresses in there.
How do you recognize a return address ?
to start with, on x86, instruction have different lengths. That means return addresses - unlike other pointers (!) - tend to be misaligned values. Statistically 3/4 of them end not at a multiple of four.
Any misaligned pointer is a good candidate for a return address.
then, remember that call instructions on x86 have specific opcode formats; read a few bytes before the return address and check if you find a call opcode there (99% most of the time, it's five bytes back for a direct call, and three bytes back for a call through a register). If so, you've found a return address.
This is also a way to distinguish C++ vtables from return addresses by the way - vtable entrypoints you'll find on the stack, but looking "back" from those addresses you don't find call instructions.
With that method, you can get candidates for the call sequence out of the stack even without having symbols, framesize debugging information or anything.
The details of how to piece the actual call sequence together from those candidates are less straightforward though, you need a disassembler and some heuristics to trace potential call flows from the lowest-found return address all the way up to the last known program location. Maybe one day I'll blog about it ;-) though at this point I'd rather say that the margin of a stackoverflow posting is too small to contain this ...

Related

x86_64 : is stack frame pointer almost useless?

Linux x86_64.
gcc 5.x
I was studying the output of two codes, with -fomit-frame-pointer and without (gcc at "-O3" enables that option by default).
pushq %rbp
movq %rsp, %rbp
...
popq %rbp
My question is :
If I globally disable that option, even for, at the extreme, compiling an operating system, is there a catch ?
I know that interrupts use that information, so is that option good only for user space ?
The compilers always generate self consistent code, so disabling the frame pointer is fine as long as you don't use external/hand crafted code that makes some assumption about it (e.g. by relying on the value of rbp for example).
The interrupts don't use the frame pointer information, they may use the current stack pointer for saving a minimal context but this is dependent on the type of interrupt and OS (an hardware interrupt uses a Ring 0 stack probably).
You can look at Intel manuals for more information on this.
About the usefulness of the frame pointer:
Years ago, after compiling a couple of simple routines and looking at the generated 64 bit assembly code I had your same question.
If you don't mind reading a whole lot of notes I have written for myself back then, here they are.
Note: Asking about the usefulness of something is a little bit relative. Writing assembly code for the current main 64 bit ABIs I found my self using the stack frame less and less. However this is just my coding style and opinion.
I like using the frame pointer, writing the prologue and epilogue of a function, but I like direct uncomfortable answers too, so here's how I see it:
Yes, the frame pointer is almost useless in x86_64.
Beware it is not completely useless, especially for humans, but a compiler doesn't need it anymore.
To better understand why we have a frame pointer in the first place it is better to recall some history.
Back in the real mode (16 bit) days
When Intel CPUs supported only "16 bit mode" there were some limitation on how to access the stack, particularly this instruction was (and still is) illegal
mov ax, WORD [sp+10h]
because sp cannot be used as a base register. Only a few designated registers could be used for such purpose, for example bx or the more famous bp.
Nowadays it's not a detail everybody put their eyes on but bp has the advantage over other base register that by default it implicitly implicates the use of ss as a segment/selector register, just like implicit usages of sp (by push, pop, etc), and like esp does on later 32-bit processors.
Even if your program was scattered all across memory with each segment register pointing to a different area, bp and sp acted the same, after all that was the intent of the designers.
So a stack frame was usually necessary and consequently a frame pointer.
bp effectively partitioned the stack in four parts: the arguments area, the return address, the old bp (just a WORD) and the local variables area. Each area being identified by the offset used to access it: positive for the arguments and return address, zero for the old bp, negative for the local variables.
Extended effective addresses
As the Intel CPUs were evolving, the more extensive 32-bit addressing modes were added.
Specifically the possibility to use any 32-bit general-purpose register as a base register, this includes the use of esp.
Being instructions like this
mov eax, DWORD [esp+10h]
now valid, the use of the stack frame and the frame pointer seems doomed to an end.
Likely this was not the case, at least in the beginnings.
It is true that now it is possible to use entirely esp but the separation of the stack in the mentioned four areas is still useful, especially for humans.
Without the frame pointer a push or a pop would change an argument or local variable offset relative to esp, giving form to code that look non intuitive at first sight. Consider how to implement the following C routine with cdecl calling convention:
void my_routine(int a, int b)
{
return my_add(a, b);
}
without and with a framestack
my_routine:
push DWORD [esp+08h]
push DWORD [esp+08h]
call my_add
ret
my_routine:
push ebp
mov ebp, esp
push DWORD [ebp+0Ch]
push DWORD [ebp+08h]
call my_add
pop ebp
ret
At first sight it seems that the first version pushes the same value twice. It actually pushes the two separate arguments however, as the first push lowers esp so the same effective address calculation points the second push to a different argument.
If you add local variables (especially lots of them) then the situation quickly becomes hard to read: Does mov eax, [esp+0CAh] refer to a local variable or to an argument? With a stack frame we have fixed offsets for the arguments and local variables.
Even the compilers at first still preferred the fixed offsets given by the use of the frame base pointer. I see this behavior changing first with gcc.
In a debug build the stack frame effectively adds clarity to the code and makes it easy for the (proficient) programmer to follow what is going on and, as pointed out in the comment, lets them recover the stack frame more easily.
The modern compilers however are good at math and can easily keep count of the stack pointer movements and generate the appropriate offsets from esp, omitting the stack frame for faster execution.
When a CISC requires data alignment
Until the introduction of SSE instructions the Intel processors never asked much from the programmers compared to their RISC brothers.
In particular they never asked for data alignment, we could access 32 bit data on an address not a multiple of 4 with no major complaint (depending on the DRAM data width, this may result on increased latency).
SSE used 16 bytes operands that needed to be accessed on 16 byte boundary, as the SIMD paradigm becomes implemented efficiently in the hardware and becomes more popular the alignment on 16 byte boundary becomes important.
The main 64 bit ABIs now require it, the stack must be aligned on paragraphs (ie, 16 bytes).
Now, we are usually called such that after the prologue the stack is aligned, but suppose we are not blessed with that guarantee, we would need to do one of this
push rbp push rbp
mov rbp, rsp mov rbp, rsp
and spl, 0f0h sub rsp, xxx
sub rsp, 10h*k and spl, 0f0h
One way or another the stack is aligned after these prologues, however we can no longer use a negative offset from rbp to access local vars that need alignment, because the frame pointer itself is not aligned.
We need to use rsp, we could arrange a prologue that has rbp pointing at the top of an aligned area of local vars but then the arguments would be at unknown offsets.
We can arrange a complex stack frame (maybe with more than one pointer) but the key of the old fashioned frame base pointer was its simplicity.
So we can use the frame pointer to access the arguments on the stack and the stack pointer for the local variables, fair enough.
Alas the role of stack for arguments passing has been reduced and for a small number of arguments (currently four) it is not even used and in the future it will probably be used even less.
So we don't use the frame pointer for local variables (mostly), nor for the arguments (mostly), for what do we use it?
It saves a copy of the original rsp, so to restore the stack pointer at function exit, a mov is enough. If the stack is aligned with an and, which is not invertible, an original copy is necessary.
Actually some ABIs guarantee that after the standard prologue the stack is aligned thereby allowing us to use the frame pointer as usual.
Some variables don't need alignment and can be accessed with an unaligned frame pointer, this is usually true for hand crafted code.
Some functions require more than four parameters.
Summary
The frame pointer is a vestigial paradigm from 16 bit programs that has proven itself still useful on 32 bit machines because of its simplicity and clarity when accessing local variables and arguments.
On 64 bit machines however the strict requirements vanish most of the simplicity and clarity, the frame pointer remains used in debug mode however.
On the fact that the frame pointer can be used to make fun things: it is true I guess, I've never seen such code but I can image how it would work.
I, however, focused on the housekeeping role of the frame pointer as this is the way I always have seen it.
All the crazy things can be done with any pointer set to the same value of the frame pointer, I give the latter a more "special" role.
VS2013 for example sometimes uses rdi as a "frame pointer", but I don't consider it a real frame pointer if it doesn't use rbp/ebp/bp.
To me the use of rdi means a Frame Pointer Omission optimization :)

assembly stack management through %esp

I don't really understand why gcc has subtract 12 to esp before calling the function.
pushl %ebp
movl %esp,%ebp
sub $12,%esp
socket(AF_INET,SOCK_STREAM,IPPROTO_TCP);
movl $AF_INET,(%esp)
The current* x86 ABI requires the stack pointer to be aligned mod 16 at the time of function call. This is the typical reason for otherwise-unexplained adjustments of the stack pointer.
* I say current because GCC actually unilaterally changed the ABI and introduced this requirement somewhere back in the 3.x series. I don't have the references handy but maybe someone else can provide them. The change was intended to optimize for use of SIMD instructions, but isn't actually needed for that purpose, and ended up breaking ABI compatibility with old code when the old code calls back to new code that assumes alignment. The whole story is a big mess.
Firstly you are pushing values of base pointer which decrements the values of stack pointer. Since push operation virtually take sp upwars essentially decrenting the address. Then the stack frame of c program consists of code seg above which there are arguments to function above which sits sp. Now when you want to access the 1st arg passed to function you need to add 12bytes since 3 words eventually 12 bytes needs to be popped to get that argument.
http://www.cs.umd.edu/class/sum2003/cmsc311/Notes/Mips/stack.html
I found this resource very helpful

How to know the count of arguments when implementing backtrace in C

I am implementing a backtrace function in C, which can output caller's info. like this
ebp:0x00007b28 eip:0x00100869 args:0x00000000 0x00640000 0x00007b58 0x00100082
But how can I know the count of arguments of the caller?
Thank you very much
You can deduce the numbers of arguments a function uses in 32bit x86 code under some circumstances.
If the code has been compiled to use framepointers, then a given function's stackframe extends between (highest address) EBP and (lowest address / stack top) ESP. Immediately above the stack end at EBP you find the return address, and again above that you'll have, if your code is using the C calling convention (cdecl), consecutively, arg[0...].
That means: arg[0] at [EBP + 4], arg[1] at [EBP + 8 ], and so on.
When you disassemble function, look for instructions referencing [EBP + ...] and you know they access function arguments. The highest offset value used tells you how many there are.
This is of course somewhat simplified; arguments with sizes different from 32bits, code that doesn't use cdecl but e.g. fastcall, code where the framepointer has been optimized makes the method trip, at least partially.
Another option, again for cdecl functions, is to look at the return address (location of the call into the func you're interested in), and disassemble around there; you will, in many cases, find a sequence push argN; push ...; push arg0; call yourFunc and you can deduce how many arguments were passed in this instance. That's in fact the only way (from the code alone) to test how many arguments were passed to functions like printf() in a particular instance.
Again, not perfect - these days, compilers often preallocate stackspace and then use mov to write arguments instead of pushing them (on some CPUs, this is better since sequences of push instructions have dependencies on each other due to each modifying the stackpointers).
Since all these methods are heuristic this requires quite a bit of coding to automate. If compiler-generated debugging information is available, use that - it's faster.
Edit: There's another useful heuristic that can be done; Compiler-generated code for function calling often looks like this:
...
[ code that either does "push arg" or "mov [ESP ...], arg" ]
...
call function
add ESP, ...
The add instruction is there to clean up stackspace used for arguments. From the size of the immediate operand, you know how much space the args this code gave to function has used, and by implication (assuming they're all 32bit, for example), you know how many there were.
This is particularly simple given you already have the address of said add instruction if you have working backtrace code - the instruction at the return address is this add. So you can often get away with simply trying to disassemble the (single) instruction at the return address, and see if it's an add ESP, ... (sometimes it's a sub ESP, -...) and if so, calculate the number of arguments passed from the immediate operand. The code for that is much simpler than having to pull in a full disassembly library.
You can't. The number of arguments isn't saved anywhere, as you can see in this simple disassembly:
f(5);
002B144E push 5
002B1450 call f (2B11CCh)
002B1455 add esp,4
g(1, "foo");
002B1458 push offset string "foo" (2B5740h)
002B145D push 1
002B145F call g (2B11C7h)
002B1464 add esp,8
h("bar", 'd', 8);
002B1467 push 8
002B1469 push 64h
002B146B push offset string "bar" (2B573Ch)
002B1470 call h (2B11D1h)
002B1475 add esp,0Ch
Basically, only the called function knows how many arguments it has.
As Yahia commented, there's no general way.
You'll probably need to parse the debug information placed by the debugger (assuming you have compiled with gcc -g).
Glibc implements a backtrace function. It unwind backtrace, arg by arg.
You can see how they've done it in sysdeps/$ARCH/backtrace.c. Beware that it's quite hard to read.

How can I create a parallel stack and run a coroutine on it?

I decided I should try to implement coroutines (I think that's how I should call them) for fun and profits. I expect to have to use assembler, and probably some C if I want to make this actually useful for anything.
Bear in mind that this is for educational purposes. Using an already built coroutine library is too easy (and really no fun).
You guys know setjmp and longjmp? They allow you to unwind the stack up to a predefined location, and resumes execution from there. However, it can't rewind to "later" on the stack. Only come back earlier.
jmpbuf_t checkpoint;
int retval = setjmp(&checkpoint); // returns 0 the first time
/* lots of stuff, lots of calls, ... We're not even in the same frame anymore! */
longjmp(checkpoint, 0xcafebabe); // execution resumes where setjmp is, and now it returns 0xcafebabe instead of 0
What I'd like is a way to run, without threading, two functions on different stacks. (Obviously, only one runs at a time. No threading, I said.) These two functions must be able to resume the other's execution (and halt their own). Somewhat like if they were longjmping to the other. Once it returns to the other function, it must resume where it left (that is, during or after the call that gave control to the other function), a bit like how longjmp returns to setjmp.
This is how I thought it:
Function A creates and zeroes a parallel stack (allocates memory and all that).
Function A pushes all its registers to the current stack.
Function A sets the stack pointer and the base pointer to that new location, and pushes a mysterious data structure indicating where to jump back and where to set the instruction pointer back.
Function A zeroes most of its registers and sets the instruction pointer to the beginning of function B.
That's for the initialization. Now, the following situation will indefinitely loop:
Function B works on that stack, does whatever work it needs to.
Function B comes to a point where it needs to interrupt and give A control again.
Function B pushes all of its registers to its stack, takes the mysterious data structure A gave it at the very beginning, and sets the stack pointer and the instruction pointer to where A told it to. In the process, it hands back A a new, modified data structure that tells where to resume B.
Function A wakes up, popping back all the registers it pushed to its stack, and does work until it comes to a point where it needs to interrupt and give B control again.
All this sounds good to me. However, there is a number of things I'm not exactly at ease with.
Apparently, on good ol' x86, there was this pusha instruction that would send all registers to the stack. However, processor architectures evolve, and now with x86_64 we've got a lot more general-purpose registers, and likely several SSE registers. I couldn't find any evidence that pusha does push them. There are about 40 public registers in a mordern x86 CPU. Do I have to do all the pushes myself? Moreover, there is no push for SSE registers (though there's bound to be an equivalent—I'm new to this whole "x86 assembler" thing).
Is changing the instruction pointer as easy as saying it? Can I do, like, mov rip, rax (Intel syntax)? Also, getting the value from it must be somewhat special as it constantly changes. If I do like mov rax, rip (Intel syntax again), will rip be positioned on the mov instruction, to the instruction after it, or somewhere between? It's just jmp foo. Dummy.
I've mentioned a mysterious data structure a few times. Up to now I've assumed it needs to contain at least three things: the base pointer, the stack pointer and the instruction pointer. Is there anything else?
Did I forget anything?
While I'd really like to understand how things work, I'm pretty sure there are a handful of libraries that do just that. Do you know any? Is there any POSIX- or BSD-defined standard way to do it, like pthread for threads?
Thanks for reading my question textwall.
You are correct in that PUSHA wont work on x64 it will raise the exception #UD, as PUSHA only pushes the 16-bit or 32-bit general purpose registers. See the Intel manuals for all the info you ever wanted to know.
Setting RIP is simple, jmp rax will set RIP to RAX. To retrieve RIP, you could either get it at compile time if you already know all the coroutine exit origins, or you could get it at run time, you can make a call to the next address after that call. Like this:
a:
call b
b:
pop rax
RAX will now be b. This works because CALL pushes the address of the next instruction. This technique works on IA32 as well (although I'd suppose there's a nicer way to do it on x64, as it supports RIP-relative addressing, but I don't know of one). Of course if you make a function coroutine_yield, it can just intercept the caller address :)
Since you can't push all the registers to the stack in a single instruction, I wouldn't recommend storing the coroutine state on the stack, as that complicates things anyways. I think the nicest thing to do would be to allocate a data structure for every coroutine instance.
Why are you zeroing things in function A? That's probably not necessary.
Here's how I would approach the entire thing, trying to make it as simple as possible:
Create a structure coroutine_state that holds the following:
initarg
arg
registers (also contains the flags)
caller_registers
Create a function:
coroutine_state* coroutine_init(void (*coro_func)(coroutine_state*), void* initarg);
where coro_func is a pointer to the coroutine function body.
This function does the following:
allocate a coroutine_state structure cs
assign initarg to cs.initarg, these will be the initial argument to the coroutine
assign coro_func to cs.registers.rip
copy current flags to cs.registers (not registers, only flags, as we need some sane flags to prevent an apocalypse)
allocate some decent sized area for the coroutine's stack and assign that to cs.registers.rsp
return the pointer to the allocated coroutine_state structure
Now we have another function:
void* coroutine_next(coroutine_state cs, void* arg)
where cs is the structure returned from coroutine_init which represents a coroutine instance, and arg will be fed into the coroutine as it resumes execution.
This function is called by the coroutine invoker to pass in some new argument to the coroutine and resume it, the return value of this function is an arbitrary data structure returned (yielded) by the coroutine.
store all current flags/registers in cs.caller_registers except for RSP, see step 3.
store the arg in cs.arg
fix the invoker stack pointer (cs.caller_registers.rsp), adding 2*sizeof(void*) will fix it if you're lucky, you'd have to look this up to confirm it, you probably want this function to be stdcall so no registers are tampered with before calling it
mov rax, [rsp], assign RAX to cs.caller_registers.rip; explanation: unless your compiler is on crack, [RSP] will hold the instruction pointer to the instruction that follows the call instruction that called this function (ie: the return address)
load the flags and registers from cs.registers
jmp cs.registers.rip, efectively resuming execution of the coroutine
Note that we never return from this function, the coroutine we jump to "returns" for us (see coroutine_yield). Also note that inside this function you may run into many complications such as function prologue and epilogue generated by the C compiler, and perhaps register arguments, you have to take care of all this. Like I said, stdcall will save you lots of trouble, I think gcc's -fomit-frame_pointer will remove the epilogue stuff.
The last function is declared as:
void coroutine_yield(void* ret);
This function is called inside the coroutine to "pause" execution of the coroutine and return to the caller of coroutine_next.
store flags/registers in cs.registers
fix coroutine stack pointer (cs.registers.rsp), once again, add 2*sizeof(void*) to it, and you want this function to be stdcall as well
mov rax, arg (lets just pretend all the functions in your compiler return their arguments in RAX)
load flags/registers from cs.caller_registers
jmp cs.caller_registers.rip This essentially returns from the coroutine_next call on the coroutine invoker's stack frame, and since the return value is passed in RAX, we returned arg. Let's just say if arg is NULL, then the coroutine has terminated, otherwise it's an arbitrary data structure.
So to recap, you initialize a coroutine using coroutine_init, then you can repeatedly invoke the instantiated coroutine with coroutine_next.
The coroutine's function itself is declared:
void my_coro(coroutine_state cs)
cs.initarg holds the initial function argument (think constructor). Each time my_coro is called, cs.arg has a different argument that was specified by coroutine_next. This is how the coroutine invoker communicates with the coroutine. Finally, every time the coroutine wants to pause itself, it calls coroutine_yield, and passes one argument to it, which is the return value to the coroutine invoker.
Okay, you may now think "thats easy!", but I left out all the complications of loading the registers and flags in the correct order while still maintaining a non corrupt stack frame and somehow keeping the address of your coroutine data structure (you just overwrote all your registers), in a thread-safe manner. For that part you will need to find out how your compiler works internally... good luck :)
Good learning reference: libcoroutine, especially their setjmp/longjmp implementation. I know its not fun to use an existing library, but you can at least get a general bearing on where you are going.
Simon Tatham has an interesting implementation of coroutines in C that doesn't require any architecture-specific knowledge or stack fiddling. It's not exactly what you're after, but I thought it might nonetheless be of at least academic interest.
boost.coroutine (boost.context) at boost.org does all for you

How to get address of base stack pointer

I am in the process of porting an application from x86 to x64. I am using Visual Studio 2009; most of the code is C++ and some portions are plain C. The __asm keyword is not supported when compiling towards x64 and our application contains a few portions of inline assembler. I did not write this code so I don't know exactly what et is supposed to do:
int CallStackSize() {
DWORD Frame;
PDWORD pFrame;
__asm
{
mov EAX, EBP
mov Frame, EAX
}
pFrame = (PDWORD)Frame;
/*... do stuff with pFrame here*/
}
EBP is the base pointer to the stack of the current function. Is there some way to obtain the stack pointer without using inline asm? I have been looking at the intrinsics that Microsoft offers as a substitute for inline asm but I could not find anything that gave me something usefull. Any ideas?
Andreas asked what stuff is done with pFrame. Here is the complete function:
int CallStackSize(DWORD frameEBP = 0)
{
DWORD pc;
int tmpint = 0;
DWORD Frame;
PDWORD pFrame, pPrevFrame;
if(!frameEBP) // No frame supplied. Use current.
{
__asm
{
mov EAX, EBP
mov Frame, EAX
}
}
else Frame = frameEBP;
pFrame = (PDWORD)Frame;
do
{
pc = pFrame[1];
pPrevFrame = pFrame;
pFrame = (PDWORD)pFrame[0]; // precede to next higher frame on stack
if ((DWORD)pFrame & 3) // Frame pointer must be aligned on a DWORD boundary. Bail if not so.
break;
if (pFrame <= pPrevFrame)
break;
// Can two DWORDs be read from the supposed frame address?
if(IsBadWritePtr(pFrame, sizeof(PVOID)*2))
break;
tmpint++;
} while (true);
return tmpint;
}
The variable pc is not used. It looks like this function walks down the stack until it fails. It assumes that it can't read outside the applications stack so when it fails it has measured the depth of the call stack. This code does not need to compile on _EVERY_SINGLE compiler out there. Just VS2009. The application does not need to run on EVERY_SINGLE computer out there. We have complete control of deployment since we install/configure it ourselves and deliver the whole thing to our customers.
The really right thing to do would be to rewrite whatever this function does so that it does not require access to the actual frame pointer. That is definitely bad behavior.
But, to do what you are looking for you should be able to do:
int CallStackSize() {
__int64 Frame = 0; /* MUST be the very first thing in the function */
PDWORD pFrame;
Frame++; /* make sure that Frame doesn't get optimized out */
pFrame = (PDWORD)(&Frame);
/*... do stuff with pFrame here*/
}
The reason this works is that in C usually the first thing a function does is save off the location of the base pointer (ebp) before allocating local variables. By creating a local variable (Frame) and then getting the address of if, we're really getting the address of the start of this function's stack frame.
Note: Some optimizations could cause the "Frame" variable to be removed. Probably not, but be careful.
Second Note: Your original code and also this code manipulates the data pointed to by "pFrame" when "pFrame" itself is on the stack. It is possible to overwrite pFrame here by accident and then you would have a bad pointer, and could get some weird behavior. Be especially mindful of this when moving from x86 to x64, because pFrame is now 8 bytes instead of 4, so if your old "do stuff with pFrame" code was accounting for the size of Frame and pFrame before messing with memory, you'll need to account for the new, larger size.
You can use the _AddressOfReturnAddress() intrinsic to determine a location in the current frame pointer, assuming it hasn't been completely optimized away. I'm assuming that the compiler will prevent that function from optimizing away the frame pointer if you explicitly refer to it. Or, if you only use a single thread, you can use the IMAGE_NT_HEADER.OptionalHeader.SizeOfStackReserve and IMAGE_NT_HEADER.OptionalHeader.SizeOfStackCommit to determine the main thread's stack size. See this for how to access the IMAGE_NT_HEADER for the current image.
I would also recommend against using IsBadWritePtr to determine the end of the stack. At the very least you will probably cause the stack to grow until you hit the reserve, as you'll trip a guard page. If you really want to find the current size of the stack, use VirtualQuery with the address you are checking.
And if the original use is to walk the stack, you can use StackWalk64 for that.
There is no guarantee that RBP (the x64's equivalent of EBP) is actually a pointer to the current frame in the callstack. I guess Microsoft decided that despite several new general purpose registers, that they needed another one freed up, so RBP is only used as framepointer in functions that call alloca(), and in certain other cases. So even if inline assembly were supported, it would not be the way to go.
If you just want to backtrace, you need to use StackWalk64 in dbghelp.dll. It's in the dbghelp.dll that's shipped with XP, and pre-XP there was no 64-bit support, so you shouldn't need to ship the dll with your application.
For your 32-bit version, just use your current method. Your own methods will likely be smaller than the import library for dbghelp, much less the actual dll in memory, so it is a definite optimization (personal experience: I've implemented a Glibc-style backtrace and backtrace_symbols for x86 in less than one-tenth the size of the dbghelp import library).
Also, if you're using this for in-process debugging or post-release crash report generation, I would highly recommend just working with the CONTEXT structure supplied to the exception handler.
Maybe some day I'll decide to target the x64 seriously, and figure out a cheap way around using StackWalk64 that I can share, but since I'm still targeting x86 for all my projects I haven't bothered.
Microsoft provides a library (DbgHelp) which takes care of the stack walking, and you should use instead of relying on assembly tricks. For example, if the PDB files are present, it can walk optimized stack frames too (those that don't use EBP).
CodeProject has an article which explains how to use it:
http://www.codeproject.com/KB/threads/StackWalker.aspx
If you need the precise "base pointer" then inline assembly is the only way to go.
It is, surprisingly, possible to write code that munges the stack with relatively little platform-specific code, but it's hard to avoid assembly altogether (depending on what you're doing).
If all you're trying to do is avoid overflowing the stack, you can just take the address of any local variable.
.code
PUBLIC getStackFrameADDR _getStackFrameADDR
getStackFrameADDR:
mov RAX, RBP
ret 0
END
Something like that could work for you.
Compile it with ml64 or jwasm and call it using this in your code
extern "C" void getstackFrameADDR(void);

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