Once something is on the GPU it is difficult to get it back, this is because the CPU and GPU operate on different frames at the same time. Whilst the CPU is constructing frame 2 the GPU is still rendering frame 1, so if you need some data from frame 1 in order to construct frame 2 then the CPU will have to wait until the GPU is finished rendering frame 1 before the CPU can continue with frame 2. This then means that the GPU is left waiting for the CPU to finish constructing frame 2 before it can render frame 2. So you'd get a lot of stopping and starting of both the CPU and GPU which hurts performance.
However you could construct frame 3 with data from frame 1 since the GPU will have finished that and be processing frame 2 whilst you are constructing frame 3. To so this you'd have to create some kind of double buffer for the data you want to read back. For example you could have two images that you use to pass data back (the GPU writes to them with SetRenderToImage whilst the CPU reads from them with CreateMemblockFromImage), lets call them image 1 and image 2. During frame 1 the GPU writes to image 1, during frame 2 it writes to image 2, then during frame 3 it writes to image 1 again, and keeps swapping. Now whilst you are constructing frame 3 on the CPU you can CreateMemblockFromImage on image 1 and it should complete quickly since the GPU is not using it (it should be rendering frame 2, which is rendering information to image 2).
An even better approach would be to keep it all on the GPU as much as possible. For example render your scene to an image, then use a couple of shaders to calculate the min and max HDR values (one to do the min and one to do the max), and write the results to 1 pixel images (you may have to use a sequence of progressively smaller images until you get down to 1 pixel). Then use those 1 pixel images as inputs to the shader of the next frame. Note that you don't have to render your scene twice to do this, you can take the original rendered image and apply it to a quad to display it to the screen very quickly, and it will look as if it was rendered normally.