OpenGL-4.3 added a few functions to GLSL that allow to implement this, namely all the functions starting with atomic…
. Of course those require an OpenGL-4.3 capable implementation, i.e. the latest generation of GPUs.
Most usefull for you are atomicMax and atomicMin.
However be advised that using those comes with a severe performance penality. A far better solution would be to calculate the bounding volume in advance an then just transforming that. If you're thinking about deformable meshes, keep in mind that those will stay withing certain bounds for any given deformation.